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Draft and Graft's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #50 | 4.306 | 4.306 |
| Fun | #71 | 3.833 | 3.833 |
| Presentation | #175 | 3.806 | 3.806 |
| Theme | #294 | 3.250 | 3.250 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Our game represents Power because the player amasses power BY ANY MEANS, grafting limbs onto themselves and demonstrating their superior power to others in combat. The player additionally can purchase consumables to power up themselves and their limbs.
(note: this game was also submitted to the Pirate Software Game Jam 16, but work on the game was not started until January 25th, and the game was made to fit the themes of both jams.)
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Comments
Fun twist on the autobattler, I want to see more wacky limbs that feel different from each other. Cool idea though!
Lol very silly premise, love the art style and the limb flailing. Great job!
Super creative game! It has that classic Flash game feel that is super iconic. Also, "body horror autobattler and roguelike dudebuilder" is such a crazy genre to say out loud xD I loved the simplistic gameplay and style, it was super fun trying to create the most powerful dude. Also having the chance to get one of your limbs cut off at the risk of getting a new shop is such a great gameplay feature. I also loved the references for some of the designs of the features (I noticed a troll face mouth and a spongebob mouth). Great game, it deserves more ratings!
Glad you enjoyed! The flash game feel is very intentional.
fight! fun game, thanks for sharing
I like how crazy the combination of limbs can get. The unique effects on some of the limbs also adds to the strategy involved in finding a good combo to work with.
Left me speechless (and heartless)
This is really a funny game. Easily one of, if not, my favorite game I've played this jam. It took a minute to get a good build but once I did, I got to round 16, and had a great time! I like all the different arms, as well as the shop mechanic. Only frustrating thing was the bad events/ bad shops that hurt you rather than give you potential items. I wish I could keep rolling, but that's part of the balance of the game, I guess :)
Thanks for playing!
Loving the dudebuilder genre name haha, also love the art style and music/sfx, it's all really well put together. Effects are very chunky too. A very minor suggestion is that I think you could pick a font that is more representative of the style of the game. In my opinion, a font that matches the vibe of the game can take polish up to another level. Really nice work!
This is a great idea. I've dabbled in auto-battlers and this is a compelling one.
The artwork looks interesting, but there's a lack of juice. The punches and kicks feel weak. You're kinda just sitting there watching the whole fight while doing nothing. All attacks are identical. It's the same failing animation, the same basic sound effect, the same standard health bar. I think people will want some spectacle when they're just watching. Other jam games use different visual and sound effects to enhance juiciness. Without this, watching these fights can just feel repetitive.
The items lack descriptions and even any stats. This makes every decision random, as it's difficult to discern what an item does during combat.
You go into each fight without replenished health and there are no health packs, which doesn't seem fair. So, you eventually lose even if you play well.
This game is definitely a great start. But your main problem is what do players do during fights.
I hope this helps.
Really fun gameplay loop! only complaint i had is that you immediatly had to fight after getting mugged, made me lose my 12 round streak XD but fun game all around
Really fun! There's a good amount of strategy in here for an autobattler
Nice Game and cool idea for an Autobattler. It's a bit macabre, but I like that.
At first I was a bit confused, but after playing it for a bit I figured things out.
Are some of the Sound Effects from Pizza Tower? At least one of the screams sounded very much one from Pizza Tower.
Nice Game and cool idea for an Autobattler. It's a bit macabre, but I like that.
At first I was a bit confused, but after playing it for a bit I figured things out.
Are some of the Sound Effects from Pizza Tower? At least one of the screams sounded very much one from Pizza Tower.
Great auto battler. Haven't seen a game like this in a while.
Sometimes I graft myselft.
Found it a bit confusing at first, but it's reallly fun! Amazing entry and would love to see it being expanded as a full game!
thanks for the comment! would love to hear more about what you found confusing. we did end up opting out of a tutorial/in-game instructions for time, and just included how to play in the itch page, so i'm curious if that would be a good solution to whatever you encountered
Oh dang I had written a huge wall of text feedback, but accidentally closed the page :'(
Here are the main points:
One additional feedback about balancing:
That's about it. I know teaching mechanics to new players can be quite hard, specially in a jam setting, but I think you did a good job overall, I really enjoyed the game!
Thank you for the feedback! Really appreciate you taking the time to think through our game's design like this. Reflecting on these points is making me consider it more deeply as well. Not necessarily disagreeing with your points, but some design justification for some of these decisions:
I agree that most players will not read the tips, so I hope that the most important information from them can be discerned through enough play time.
- We do not want to overload the player with information. Generally, players (especially new ones) will prefer simpler effects over complex ones that require too much reading and understanding. By leaving every effect as a one sentence summary rather than detailed stats, we hope we have given them enough to make an informed decision on whether they want to purchase the item without overwhelming them. For example, "Critical laser blasts" (hopefully) conveys that the laser vision eye attacks with increased critical hit chance, whereas the detailed (~8 line) description might just cause someone to move past it without understanding. However, your mileage may vary on how accurate or descriptive these descriptions are. With more time, they definitely could've used a second or third pass to make their effects more clear.
- There is also (hopefully) a fun novelty in the discovery of learning what a limb does. We want players to experiment with limbs early on and see their effects in battle, so needing to buy them first forces you to bring them into battle. Needing to learn the effects of 40+ items may cause friction for new players, but we hope that this discovery makes their effects stick in your head.
- For aesthetic reasons, we like that you don't actually know precisely what something does until you stick it onto your body. This fits nicely with the sketchy black market theme. Also, we think its fun when games are a little bit mean.
There are good counter-arguments to be made here, and how much information to reveal and when is something we'll definitely be considering if we expand this game in the future.Sorry for my giant wall of text, you inspired me to think more about our design though, so thanks! I'm very glad you enjoyed the game.
I love discussing about game design in depth, so no worries about the wall of text haha.
Hahaha! That was awesome! Loved the dark humor and seeing what other items would show up on the market. Great work!
This is a super in depth game for a game jam, good job! I love the aesthetic too!
This is awesome! The sfx and vibe are so cool and the idea is super original. I love how it plays and how goofy and grotesque it is. Nice work!
It's kinda gross, I love it.