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Snake Eyes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #1 | 4.471 | 4.471 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Mechanics: Endless stream of party members to replace those who die.
Setting/story: Cosmic Horror monsters and surreal setting
Setting: Ancient ruins of a derelict spacecraft (which, spoilers, also contains some more traditional ancient ruins on a later floor)
Thematically/story: Recover your sanity in the solitude away from the crazy ship and monsters.
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I'm really happy I got to play this before rating ended because this entry was amazing!
The combat system took a second to get used to but after the first battle I think I had a handle on it. It felt very juicy and had nice sounds and visual impacts. I had characters die fairly quickly, but since they're replaced after combat it wasn't much of an obstacle. I did find it rough in a couple boss fights where I only had a couple weapons across my party that could beat the enemies armour.
The graphics are absolutely beautiful, I love the evironments, the little character portraits are great, and man the Solitude rooms are peak save room feel. Regarding the solitude rooms I love the unique reactions from party members, though I do wonder was there anything that could've been done to prevent party members from leaving the party in that room? The only real complaint I have is the enemy sprites don't look pixellated enough to match the background and party portraits. Though from reading the other comments since most of the art isn't original I'm assuming there just wasn't time to adjust them.
The inter-party interactions were very well done, and I was genuinely surprised just how many there were! I initially thought the dialogue triggers should be deactivated after they're played, but tbh I find they make backtracking a lttle less dull.
The exploration was awesome, plenty of little secrets and notes and computer logs to find, with shortcuts scattered around to make backtracking easier. All very well done!
I managed to make it #29 in the Hall Of Fame with a WIN, so I'm at least on the board! Great work!
Thanks for playing and glad you enjoyed it!
Party members left (and you get a replacement at a higher tier) once they were fully upgraded (assuming they weren't at max tier, and a couple extra little checks like that you had enough XP left over to level up at least one of their skills, or if they were way behind the rest of the party's tier), but there was no way you could prevent it (and, mechanically, you probably wouldn't want to, as the higher HP+shield from the tier increase kinda trumps everything else). It understand it didn't really feel good though, as a player =).
Originally I had the party dialog all deactivating after reading it once, but a little too often I ran past one, and then stepped on another, and was like "wait, what was that?", and of course there was no way to go back. I'm not sure if anyone actually went back to read things they kinda missed or not though. Glad to know it spiced up backtracking though! The quantity and quality of those dialogs is all thanks to the writer on the team, they really do add a lot!
Everything is really impressive about this entry!
The way dialogue passively triggers is very effective at making you feel like you're in a group, and makes you wince every time you mess up and get one of them killed.
The combat had great depth and choice making, with the randomness and varying encounters keeping you on your toes, but never being so punishing as to feel put down by it, especially with the comeback mechanic of getting extra dice when a team-mate dies. I found poison and guarding to be the strongest method by the end.
Not sure how much of the art is original (I think the portraits based on the game page), but all the assets are well-utilized, and the level design complexity was well paced with some appreciated shortcuts.
And it all ties together so well. The dying/retiring and recruiting mechanic feeds into the leveling, insanity, themes and story telling. It's so elegantly executed. Awesome entry!
Playthrough: Snake Eyes Pt1 by Dashing Strike Cooper Savage & revaans
(I lost some of the first 5 minutes so there are some discrepencies where I patched things up with some additional footage.)
Great, thanks for playing! Very little of the visual art is original (mostly a bunch of the UI and some of the environment art), the portraits were from the same artist's assets (Tyler Warren), although with only a little bit of editing here and there - he might call them "monsters", but I call them friends and aliens =). I've updated the page to better attribute the portraits to him now.
I'm glad you liked how it all came together, I really liked how the dying/recruiting/retiring ties into the story and setting, but not everyone likes their characters leaving suddenly on them ^_^. Thanks for posting a video (and sharing bug report details), I will have to check it out later!
Yeah I saw another review mention that. Maybe I lost so many team-mates I had become desensitized to it. I actually sat on a bunch of XP for a while without realizing, dropped it all in a safe room, and in 4 steps half my team abandoned me, and I was like; given my track record, this might as well happen. 🙃
I’m in awe of what you’ve accomplished here. Love the art style/effects, the battle music, the very funny dead party member text lines and inter-party dialogue, the way XP is earned through exploration, the creative aggro-centric combat-system…
Sometimes you get a set of rolls with inadequate block skills and feel somewhat screwed, but it’s casually fun with the replacement party member system. If there’s something I would want from this though, it would probably be more control over skill selection. (Incidentally, have you played Dicey Dungeons?)
That map navigation thing is an awesome touch. I recall seeing something similar (as well as some of your level design tricks) in Etrian Odyssey, but it wasn’t so conveniently point-and-click there. The map vision cone is cool too.
The sanity system feels a bit tacked on in its present incarnation, with the ability to go and restore it between battles. I like that battles are tactical rather than resource-based otherwise, so perhaps it should be another form of encounter damage instead, like an alternative health bar?
I’ve noticed a very strange bug that isn’t quite an exploit: Switching to the game tab sometimes causes the battle to (mostly) reset. I get new dice rolls, the enemies get their health back and so do I, unless my party member is dead, in which case they stay dead.
Thanks for playing! I have played Dicey Dungeons, though I had to look it up to remember exactly how it worked (apparently I 100%'d it on Steam though, so enjoyed it very much =). _None Shall Pass_ (board game playable on BoardGameArena) was my main inspiration for this, but there's a lot of good ideas in Dicey Dungeons that would perhaps blend well here too =). Sanity was a bit tacked on, and was originally planned as a resource to limit reaching the next safe area with respawning monsters, but then balancing XP and player levels with respawning monsters sounded problematic, and my goal of many combats having 1-2 deaths didn't mesh with anything other than complete health restore between combats (with the low health numbers, if anyone wasn't healed it seemed the chance for a party wipe skyrocketed), so really only the "max sanity" became relevant (which, if you were playing really well, you may not have even noticed was going down ^_^). We also had a *ton* of cool ideas for visual affects to apply as you started getting insane, but that simply didn't make the cut (it was either that or a day of polish, and polish trumps all ;).
Interesting bug! I bet that only happens in browsers that suspend the tab when in the background (which I have disabled because it makes debugging really painful ^_^), and I should be able to reproduce and fix it pretty easy, thanks for reporting!
I really liked this one! The mechanics are fun, the floor layouts are interesting, and the little bits of lore here and there are interesting. The only criticism I have is that, in Solitude, party members may or may not leave you. On its own, that's fine, but they wait until you take a few steps, so you can upgrade someone and have them immediately leave you two seconds later. This only happened to me once (3 total left tho, with the last two being back-to-back right at the end), but it's worth mentioning.
Really damn good game! Makes me wish there was more of it tbh.
(Btw, at the time of making this comment, I'm #18 on the Hall of Fame. Wonder how much that may change in the next 3 days)
Thanks for playing, and glad you enjoyed it! Yeah, the tier-upgrading-via-leaving mechanic really didn't work great (and was done really hackily via an even on a floor trigger, hence the not happening for a few steps ^_^), losing someone you just upgraded didn't feel good (even if it seemed to make sense mechanically that only fully upgraded people would get their tier increased...). Nice job getting to the end, and that's a decent high score location =).
Yeee! I'm assuming the max discoveries are 83, judging by the highest HoF entries, and I'm assuming the one I missed has something to do with the trees in the forest area that I couldn't figure out how to deal with (As a result, it's the only floor I didn't 100%, stuck at an unsatisfying 99%. Lol).
If you want to go back and find it just for completionists sake (or to up your score ^_^), your progress should be saved in your browser =). Assuming it's what I think it is, the quick hint is that there's 2 secret doors in the cave.
Oh, noted. I might go back and try to find that then. :)
Edit: Yep, that was it. And that bumped me up to #9 on the HoF. Not even gonna try to get higher than this, cause honestly, it'd be a fool's errand. That and I'm satisfied with #9. Lol.
(Tried to put the HoF screenshot, but Itch said no...)
As for the max discoveries, amusingly my balancing spreadsheet I used to calc how much XP a player would have says there's 84... I have *no* idea where I miscounted or which one was never implemented... but it's fine ^_^
Retro graphics are cool, don't like the character models though, too cute for me. Movement is perfect, snappy and smooth. Dice mechanic add depth and fun to battles i like that. Automap is great and very functional. I haven't seen an inventory system maybe i missed it. There's level progression, not exactly the way i expect it to be it but it's there. Couldn't get into the story much, it didn't piqued my interest.
Overall a very solid and polished entry. Nice work!
It is a nice game and it feels very polished. Not sure how you got time to polish it like this, that usually takes weeks.
The dungeons looked ok and traversed good, but they were not really engaging. This game is 90% about the combat so the dungeon is just a canvas to place it in because of the jam restrictions. However it is a more fair use of the dungeon than other games I have seen in this jam. There is some story sanity revival positions and cats etc. That said I really enjoyed the gameplay combat mechanics, it is a nice game to manage the numbers, and there is a lot of calculations going on once you figure out how the system works. The game got very hard in the end, but then very fast my low tier characters got replaced which evened it out. The final boss was a bit of a anticlimax cause it died way to quickly. I had lots of spare xp but the way back to the assign area was to tedious so I went for the boss anyway. Boss died easier than some of the encounters leading up to it. Maybe have the last room before the boss be an upgrade room. I appreciate the variety of abilities of the characters, it made the thought process wider when thinking up a strategy of how to play. I felt a bit sad for losing some of them in combat. Not sure how I feel about this constant renewal. Think I would prefer to have them fixed and maybe able to revive them instead. Or some way of deliberately swapping them.
The dungeons felt very linear, I didn't have to backtrack anything I just kept going and reached the end. When the enemies attacks the player hp is reduced instantly but before the animation plays out, maybe have this happen at the actual animation hit instead.
Not sure if this was implemented or not but its nice to have different enemy types use a different skill set and having that fixed. It felt like now the skill set was random as well as what sprite showed up for the enemy.
Anyway Nice entry!
Thanks for playing, and glad you liked it!
Yeah, the dungeons definitely needed some more love, but after polishing the combat, not much time was left, I just barely got in enough dungeon floors that the 5 levels of encounters I had (somewhat) balanced had a place to live ^_^.
Final boss probably could have been harder, although for the most part I was thinking of clearing the floor before as the "final boss", and defeating the actual boss was just triggering the narrative ending, but I guess that just felt like a bit of a let-down. I really didn't want a party wipe and people to have to re-do the final floor though, if they got that far, as it was already getting long =).
As for backtracking to level up, you may not have noticed you can click on the map to move to where you've already explored, makes getting back to Solitude painless.
I'm also not sure on the constant renewal, had the endless stream of replacement adventurers not been our primary "endless" theme idea, I probably would have done something more traditional there, though I did like being forced to use different skills at times. I think if I were to expand this into a fuller game, it would treat character replacements similar to equipment - you find someone new and decide whether or not to swap out an existing party member or something.
The enemy types were fixed on what they used - basically there was an armored/balanced/hp sponge/damage/aoe enemy type for each floor, and they were always the same. The in-world enemy sprite you see just represented an "encounter" (usually containing 2 of the variety you see, and one other), although since each encounter was only seen 1-2 times in a floor, it's not something you'd actually really discover (or, if you did, you'd likely not change any behavior due to it ^_^).
Yeah about the backtracking. I meant that I never had to backtrack to level up, oh wait you mean to go to fill in the skills, yeah you are correct. I first thought you ment the linear thing. Just plowing through gained enough skills and power to beat the game. You could have it so it get tougher and you need to fight more lower enemies to progress, but maybe that would make the game more grindy and less fun, I dont know.
Alright, wow, that’s not how a game jam game should look, play and feel. This is pretty amazing really.
I liked the density of secrets. There was a lot of design around that. And the areas had somewhat different feel in their layout too to reflect their setting. That said the combat system with full health restore made the intensity level quite even / casual and there wasn’t that much of elevated risk from having multiple enemy groups in the same area for example. That said, I’m not really complaining, I feel like the target was a casual strategy dungeon crawler and it nailed that perfectly.
It would be easy to make it much more scary if new party members didn’t automatically come to you after each fight, but again, I don’t think that was the aim.
Equally, not really saying it would be good but that there always was a constant symmetry for all dice options… it could have been interesting if there were 5 members and die value 1 and 6 only mapped to the first and last weapon while all other had 2 so that these could be a little extra special.
It probably made perfect sense, but it was a little obscure upon death, why some came back with elevated level and why some skills remained leveled up while others reset though they had icons that at least looked like what I had leveled up.
The mysterious prompts on getting sanity restored or increasing it out in the world. I liked those, even if I didn’t figure out what they were hinting at. I don’t feel like I wanted or needed to understand them though. They added to the uncertainty and hostility of the world.
There were a lot of nice text prompts too. I read them all, or most of them, and they added nicely to the world even if I often have a hard time to stop and read when gaming brain says explore, fight, come on! But the centered text combined with rolling out made them a bit annoying. I wanted to read at once but stuff kept jumping around until it all was visible. So I’d prefer instant show, some animation of perhaps transparency along the text, or left orienting the text and then let it roll out. Not jumping around text please.
I do have one strong objection though! PET THE CAT, I want to pet the cat. Should almost remove one star because of that :)
But seriously fantastic entry!
Playthrough: https://youtu.be/7ixT153CDvs
I apologize for the lack of cat petting. I don't actually have any "interact" functionality in the game (it's just movement and combat ^_^), but I will keep that in mind for next year, as I'm sure the cat will make a return.
Thanks for posting the playthrough video, I'll give it a watch later!
"The sapling grows into a tall[...]and die unafraid."
Damn is this polished !!
I love everything about the game. First thing first, it's super fun to play. Your game from last year was great, and as this is basically the same with a great combat system instead of automatic combat it was even better. Spending your XP is very interesting too, it's very rare that you don't have several cool different abilities you can choose to spend your XP on. Choosing between two new characters is always an interesting decision to make too. Finally I love gaining XP for exploring (rather than all after combat).
I like these visual asset packs to begin with but you make awesome use of them. The game sounds great too. The writing is pretty cool too. It's very atmospheric (as are the other parts of the game), all of it, from the papers from the hidden doors to the comments of the characters, which feel appropriate. Also there's a cat, which is a plus. There's some extra cool technical features that are not always a given like manual saving.
There was an extra hilarious part during my playthrough, as I reloaded my game exactly one, near the beginning, to preserve a dead character and when I got back he left basically where he had died.
This game is amazing, thanks for sharing.
Thanks for playing, and glad you liked it!
I think compared to last year the dungeon design suffered a bit - I spent so much (well needed) time on the combat and combat balance that some of the floors were a little weak or uninteresting (at least, for me, although it's hard to tell when exploring your own levels ^_^). Although, I guess there was more variety than last year (mostly because I'd balanced 5 tiers of encounters, so, darn it, there was going to be 5 floors! ;)
Glad you loved the XP from exploring, I mostly did that because I loved the stuff the writer was making so much, it seemed a good way to encourage finding, if not reading, it =).
Hah, awesome bad luck with the reload timing. In practice, the fully leveled characters are the ones that leave and "tier up", so not too surprising it happened to one you didn't want to lose =).
Ah that makes sense (about the character).
I agree with you about the dungeon, I liked that the player was thrown into a very open dungeon with different connexions between the floors last year and had to find by themselves the next sequence(s) their current party was able to deal with at the moment (I died a lot and liked that, this time I never did). I guess you were also more craving for money than you're craving for XP here, making rewards for finding hidden doors or completing a sequence more relevant and satisfying. I'm undecided about clues for illusionary walls in general but maybe this kind of dungeon where you're looking for hidden places where they would fill the map is more fun without clues? I'm not sure. On another hand satisfying fights can go a long way to making a dungeon pleasant to explore.
I'm mixed on illusionary walls - for people well versed in the genre, they're kind of fun, especially in a well-made, tightly-packed dungeon where the empty spots on the map can clue you in to where they might be. For people not well versed in the genre (my first two people I watched play it), even with really strong hinting they just don't ever find any of them, or even really think to stop and look, so I think it's maybe something best lest out of the genre if we want a larger audience to enjoy it... I also made the mistake of requiring an illusionary wall to progress at one point, and even with the newly edited, giant crack down the middle, sprites, some people can't find it ^_^.
Blimey that was outstanding. The combat, art, sound and level design are all incredible.
I wasn't aware of the secret passages until the 3rd level and seem to have missed a bunch on my run. That's completely on me though and didn't prevent completion.
This really shows what is possible in one of these jams. Thank you so much for putting this together.
Thanks for playing, and glad you enjoyed it! There was a vague hint about secret passages on the first level, but it was enough off to the side that a lot of people seem to miss even seeing the hint -_-. You didn't miss much though, just a little and bits of writing ^_^.
Great as usual! This time you decided to go for more obvious secret passages, eh? This made finding them way easier and less time consuming, though I also loved how you needed to infer where they’re from the map in your dc23 game.
Battle was quite interesting choice of how to spread aggro and whom to take down first, though poison and AoE were still quite overpowered :)
Movement was a bit too slow for my liking, but it was not a big issue with chosen “dungeon” size.
Thanks for playing, and glad you liked it!
Heh, I thought that the visually shifting effect on illusionary walls in my '23 entry were pretty obvious to see (but I was completely wrong, I've got 0 evidence anyone ever noticed the effect =). This year I decided to make them much more visually different. And in my first 2 playtests no one noticed a single one even with strong hinting, so I threw subtlety out the window and just drew a big crack over them ^_^.
As for movement, a bit too slow for me too, I probably need to do a re-write/re-factor of how that works (at least for non-realtime-combat games like this one) in my engine before the next jam =). Hopefully you figured out the click-to-move on the map to alleviate that a bit.
For completion sake it’s good to have obvious illusionary walls, so more people will find them, but for feeling clever sake it’s actually great when you need to think where they are. Especially when you have an automap which hints you at their potential location as a place where you unexplored tiles.
Oh, there was a click to move. Nope, I haven’t tried that one :)
Really solid game! The dice system was quite interesting to play around with
Bravo. It's hard to find anything bad about this one. The graphics are great (A++ crt effect), the movement is perfect, the party dialogue is great while passing the time, the combat system while a bit on the easy side is extremely unique and adds a lot of flavor to fighting enemies. Overall, one of the best entries I've played yet.
Excellent game! Loved the aggro mechanics, the autopathing, and lots of other things. Dice could sometimes screw you over, but the bamf mechanic was a great solution to that :D
Shields + poison seems to be the way to go, especially in the lategame. Some minor things I disliked were your crewmembers randomly leaving once they reach a certain skill level, as there's a chance you don't get nice skills back, and near the end it happened to three of my crewmates at the same time just after I leveled up everything, so that felt a bit "meh" :D, and I think the sanity restoration mechanic feels unnecessary. I understand the hardcap, but the drain/restore system feels a bit pointless to me as it's just a matter of a sanctuary pitstop.
Game looks great, audio is nice, gameplay is smooth, the random flavor and banter was neat, and there's not much else to comment on really. Awesome entry, good job :D
Thanks for playing! Yeah, I had a _lot_ more planned to do with the sanity, that didn't make the cut. A couple people's runs did get ended by it (though, mostly due to not paying attention, not due to anything else -_-). I'd also originally planned on all of the monsters coming back when you went back to Solitude, so that you'd have to manage sanity on a run between each rest point, but then it became clear that the balancing had to be really tight to work at all, and that'd be nearly impossible if I couldn't control how much XP people got, so that feature got cut too (luckily, before spending any time coding it ^_^).
Out of curiosity, when you leveled up your characters and then lost them, did you notice that the replacements had their tier increased (had more HP / shield), or did you think they were just getting replaced randomly?
Yeah I noticed that their tier increased, but their abilities deleveled (or at least were weaker than before upgrading) after I spent all my hard earned xp on them. It just felt bad, even though it was objectively better for the long run.
Tasty. Nuff said.
lol, but no, really, great job. I liked almost everything about this. I could see some areas that could use more polish, but I believe you likely already know those exist and would have knocked them out with more time. My favorite part was probably the combat system. You added enough depth there that the choices felt interesting and impactful for the player. I always love the random characters and perma-death gimmick, too; I get so upset when whatever version of Rose I have dies for the tenth time. :DWorking the dice into it was cool, but it felt like it could have been handled behind the scenes or represented by anything else. They didn't really stand out as something that was playing a major role to me. Maybe more emphasis on the animation or something would help; a little more build-up before the actual roll results.
Obvious things you likely would have done with more time:
-Could have used more variety in damage types or something to spice up the combat a bit
-Effects would have been a nice addition to make things more interesting
-An inventory/loot system and the ability to equip your party members seemed like an easy and fun win here
-A cleaner dialog system for party members that wasn't set up with trigger volumes
I must say, though, that you prioritized way better than I did for my team. We ended up leaning in the other direction; we got many of those systems working and focused on features and polish that we failed to utilize fully to create a great experience. Excellent work. This is a master course on what to prioritize for game jams!
Thanks for playing, glad you liked it! And, yeah, lots of things that could have been added =). My initial thought (before working in the Endless theme) was for 1 character, with 6 equipment slots for the 6 die faces, and do purely inventory-based upgrades (albeit with no clue how I'd do aggro or something similar to keep it interesting ^_^). Adding equipment to this would definitely be fun, but was quickly out of the scope of what I could pull off and balance in the jam =).
If you've got an ideas on how the dice could be "behind the scenes", I'd love to hear them =). I'm having difficultly thinking of a game that just randomly says "surprise! you've gotta choose only between these two characters this turn", or anything like that, unless the randomness is clearly from a die roll or equivalent... I do also like video games that feel like board games, and that helps sell that, though =).
So, I still think they would be okay, not hidden, if you emphasized them a bit more. As I said before, make them bigger while doing a roll animation and let the player understand the significance of that and anticipate the outcome. I think that would be better; right now, they just felt like an afterthought to me.
In terms of things you could do to ease them into the background, my first thought would be some system tied to the theme on the surface. You could call it something like the "Bravery" system and explain it away as something like "Only 2-3 characters per turn will be able to summon the willpower to take action against the cosmic horrors they face per turn; make your choices wisely." You could probably come up with a more creative name and reasoning, but it would be easy to put it in as a hidden system at that point if you wanted to go that route. But of course, you would need a new name then, just spitballing design ideas. :)
An absolutely solid entry! A very large game for a jam makes it hard to complete when there are so many other games to try.
Combat was solid, relatively easy to learn, and required me to be strategic while also allowing for mistakes. Hard to make something like this during a jam. It is impressive.
Thanks for sharing it on my stream! It was a pleasure to play.
Here is the VoD if you want to rewatch: https://www.twitch.tv/videos/2109694847?t=03h32m45s
This was FANTASTIC! It's now sharing a spot with my other favorite game so far in the jam. Quite addictive, played it to the end although I was falling asleep last night. Very witty and endearing party banter, very nice combat mechanic, great exploration, what can I say? Got no negatives to complain about.
One balance issue: Not sure if possible, but there could be scenarios where you can't complete an encounter due to not having anyone with high enough damage to overcome armor. When fighting the Alien Explorer, I had just one character that could do 1 damage to him on a single roll. Not sure if you account for that when randomizing mobs so that it's always possible to defeat them, but just something to be aware of.
Thanks for playing and the feedback! And, yeah, I think it's maybe theoretically possible to get stuck, although probably really unlikely to be permanently stuck (you might fail, reload, and have to level up some different skills), you'd have to have just the right set of classes, and spent all of your xp leveling up things other than your damage skills, and just saved before the boss. I did tweak a couple armor rates down to where they are now in hopes that if someone had no poison dealers they could at least chink away at them with a front-line class), but it'll be interesting to hear if anyone does get stuck ^_^.
I only started recruiting poison people after I encountered that particular mob, thinking I better have them so I don't get stuck in the future, ahaha.
Oh, hah, actually, I totally forgot, I put in something to, in theory, deal with a different situation that might help here. I think the only way to be would be if you spent all your XP in your shield abilities and such. And, I've got an internal timer where after 10 rounds (or 20, on a boss), every round everyone starts doing 1 more damage with everything, so as long as you survive for 20 rounds, you'd start doing enough damage to get through the shield ^_^. The actual situation this is for is when you've got no damage dealers alive at all, and lots of shield, so that the monsters eventually just kill you, but in theory it can be used the other way around =).
Holy crap… wow. That was amazing!
I loved everything about it – the art, the combat, and especially the humor. You got me with the “Spencer’s next to a Cinnabon” line.
The dice combat was excellent and I absolutely loved the the automove. The special events in Solitude surprised me in a good way.
Speaking of Solitude, that was an excellent twist on the theme, and I loved it.
Great job, this was fantastic!
Thanks for playing and glad you liked it! I thought our take on trying to get the "solitude" theme was a _little_ heavy handed, but since we had the other three, had to go for 4! Worked out nicely to help shape the mechanics and pacing though =).
That's fantastic.
The art style, the polish, the crew chatting with each other!
The combat system is very cool, the enemy turn is a bit difficult to read tho, maybe it's too fast.
This doesn't even seem made in 1 week, really a Good Job!
One of the greatest I played so far.
Thanks for playing and glad you liked it! It's "made in a week", but under really heavy crunch on my part, but I loved every minute of it =).
There's a combat log for what happened on the enemy's turn if it helps ^_^. I wanted combat to be snappy, and once you know the mechanics you should already know exactly what's going to happen on the enemy's turn (although, of course, I don't always take the time to figure that out myself and end up with someone dead instead =), so I thought it best if it showed things about as quick as possible. Maybe should have started slower (like 5x slower) in the first few fights and then sped up once people had a chance to figure things out...
"Verdant leaves blend together like a bad photoshop brush" - funniest thing I've read in a long time!
Here are things I love:
This is an awesome game. One thing that wasn't super clear - the insanity meter is just a timer right? So I should race the timer on my next run? I probably blew past the explanation of that.
I responded in DM, but duplicating here in case anyone else is wondering about the Sanity meter - it only goes down when you take damage (a bunch if someone dies, only 1 point for a little hit), so no need to rush, and don't forget you can restore (current, not max) sanity back in Solitude.
Thanks for the feedback and glad you liked it!