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A jam submission

Take 3 Fight 3!View game page

A resource-management dungeon crawler
Submitted by mooglerampage — 4 days, 17 hours before the deadline
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Take 3 Fight 3!'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#54.3574.357
Creativity#74.3574.357
Overall#93.8933.893
Sound Design#143.7143.714
Writing#193.1433.143

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Extra Information about your game
The URL for this is mooglerampage.itch.io/take3fight3

What themes did your game use?
Dungeon-Crawler, Permadeath, Tactics, Survival

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Comments

(+1)

I dont know how to feel about this game , i love it, really love it and then I hate it a bit XD. Your core mechanic is really cool but sometimes its a bit unfair, like you made this emchanic to be really chocie heavy, but sometimes getting an item or two will be undone by another choice(like getting a better item next room). Or maybe it just happened to me so often that I felt it unfair.

I died on the last room, by the Medusa, I fight mostly strongest enemies on the previous rooms so I think she was a bit OP.


Ok, after writing this and thinking about your game, I dont hate it even a bit.l i think it ewas super fun and quite challenging.
Kudos!!

Developer (1 edit)

I really appreciate the thoughts VaroClaw!

That isn't the only issue that's been pointed out about the end game, and I tend to agree it would be a better experience leaning a bit more on strategy and less on luck.

The design intent for floor 8 was to create kind of a Mega Man style mini game where each boss' treasure would compensate for one of the other bosses' abilities or strengths. 

Hopefully those occasional  trial-and-error deaths aren't too frustrating and you'll bounce back on the next dive.

On a related note, I am floored by how positive this project's reception has been overall.  The points of criticism have been valid and I feel like it's helped me a lot with my perspective as a dev.

Submitted(+1)

This game is a lot of fun! I enjoyed the concept of having to survey the options available and make decisions based on what is available and what I think I can handle. There are some nitpicks that could improve the experience, such as replacing the default sound effects and particle animations with assets that better fit the retro aesthetic, plus backgrounds for the battles, but it's overall an excellent presentation and experience.

Although I did not finish the game, I do plan on coming back later because it's so enjoyable. Way to go!

Developer

I appreciate the input and glad you're having fun with the game!

Battlebacks will be included in a future release based on player feedback.

At some point I'd like to import some sprite animations out of MV as well, as the MZ particle effects were used out of convenience more than anything. 

Your comment definitely got me thinking about the sound FX. I wasn't planning on prioritizing that aspect until much later on, but I agree those RTP sounds could derail the retro vibe a bit.

Looking forward to hear your thoughts after completing a playthrough.

Submitted(+1)

The gameplay of this is really, really well done. The fight 3 pick 3 premise is not only clever, but well executed. I found myself full of regret about my choices each stage, and will have to try again some time. Little snippets of writing were good, music was on point, and each room had a unique feel. Definitely not easy, but I do think it was well balanced, which is a feat in itself. I won via a little save scumming, but I can see poor choices leading to just about insurmountable odds by the end. I will definitely be crawling this dungeon again, maybe challenging myself to iron man mode. 

Super fun, excellent entry. The one tough thing is the dependence of some items on RNG. Seems like doing well and making it to the final boss, one would be super sad to get unlucky with the attacks used, or have reflect never work. Perhaps that's part of these kinds of games, but I think putting more power into player's hands helps relieve frustration.

Developer

Thanks for the detailed feedback!

I definitely agree that some of the late game combat is too dependent on RNG; I plan to address this in a future release after the Jam, along with some bug fixes and a randomizer mode.

One of my self imposed challenges as a developer was to not use any plugins and try to achieve the best combat possible with just the vanilla engine. Re-balancing Confuse, Counter/Reflect, and some of the spell damage scaling is definitely on my radar once I add scripting into the equation.

Say, just curious: did you run into the same final boss encounter that Drifty did on the stream?

Submitted(+1)

It looked like the same boss. Same dialog, same Goddess.

Submitted(+1)

Oooh played again and was super strong Fought a new boss! How many are there? I'm not sure what it was that made the different scene. I found the secret room (It's a secret to everyone) - nice hint there. I also beat all 12 monsters in the last room. Very cool game! I enjoyed being OP Mage the most.

Developer

Yes!!!

I'm glad you mentioned the secret room and alternate ending - was worried nobody was going to find those for a while haha.

So there are two final bosses, and the second one triggers based on whether you "learned the lessons" (E.G. how many lore objects you interacted with). It's easier if you find Room 9 but you can pull it off either way if you're super thorough.

I had a lot of fun with the mage build, too. Did you use the crowd control spells at all?

Thanks again for giving it another run and sharing your perspective. 

Submitted (1 edit)

Oh crowd control spells were doooope. I loved the feeling of killing 3-5 enemies at once.  I can't predict the ratings of others or the judges, but this is my pick for favorte game of the jam!

Submitted
Deleted 3 years ago
Developer (2 edits)

Hey thanks for the heads up. On my end that character appears differently; it should be an Umlaut. Are you in a non-Windows OS by chance?

I will be prepared to make an emergency re upload if needed today... hopefully it's just a one off issue due.

Edit: sorry I deleted the original comment somehow and am not sure how to un-delete it.
For context, Life is Cancer reported an issue in which BGM file names had an errant Russian character that was causing a crash.

Submitted

Uiuiui that was awesome. I love to get choices. The artstyle and sound fits also very well.

Developer

Thanks for your comment! I see you've left some very helpful feedback on several of the entries and it's appreciated.

Hoping to get to play some more of the Jam games this weekend :)