Play game
Crab Raid Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art / Graphics | #1 | 5.000 | 5.000 |
Overall Fun | #2 | 4.667 | 4.667 |
Controls / UI | #3 | 4.333 | 4.333 |
Sound/Music | #3 | 4.667 | 4.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
* Permanent progression system (upgrades that persist between runs)
* Elemental Reactions system (some abilities can now trigger unique effects when used together)
* Raid structure improved significantly - what was previously a random sequence of levels is now 3 different Areas (one is new) players can choose to travel between, and each area offers a unique arena mechanic to watch out fore
* Added music and more sounds
* Made a number of UX improvements, making the game more accessible and understandable (a lot of those come from comments received during the previous fest)
Everything new is described in detail in game's Update feed on Steam (pretty much everything from the beginning was implemented after the previous fest):
https://store.steampowered.com/news/app/2374290
Game Genre
Turn-based | Card Games | RTS | 4X
Genre #2
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Leave a comment
Log in with itch.io to leave a comment.
Comments
I played this game on stream: https://www.twitch.tv/videos/1933487767?t=00h41m31s
Sadly, it looks like I messed up the stream and only the main menu was showing :(
I've played this game over multiple iterations of Feedback Quest, and I love the improvements each time! The main improvement that stuck out to me this time was descriptions of the next levels (e.g., more loot, attunement, etc).
The game itself was a lot of fun as always, and I think I killed the boss? In my first attempt, I didn't make it too far and died, but I was able to upgrade using pearls, and in the second attempt, I did a lot better. Since I was only planning to play 2 rounds, I went straight for loot (no pearls) and the upgrades were nice. I didn't do too much of the elemental attunements (they seemed lackluster compared to loot) but maybe they get stronger later?
Overall, lots of fun, love the improvements!
Hello! Welcome to Feedback Quest 5!
Another return title that shows a lot of new additions and changes! I was excited to jump in!
For starters, there's a LOT more information given throughout the game. It makes it much easier to figure things out and get a handle on the game. In addition, the starting limitation of crabs meant I could learn the game's mechanics with in an environment that wasn't going to through everything at me at once. This helps make feels less overwhelming and able to focus more on getting a better sense of the game, and boooooooy did I get into it!
In all honesty, the gameplay is in such a good place that I don't have anything to really build on at this time. Maybe once the game itself is built up more. I feel the main piece of feedback I can give is that I feel it's time to polish things up like the interface, build the framework for the game's presentation. If you don't know what I mean, then just ask this: would you sell this game as is right now? No. you wouldn't. Why not? Because you have the gameplay but not the game itself. Like what the game is about, what's the context for what the player is doing, etc. I'd like to see the next version go in that direction to allow the game to feel more complete before we worry about building on the mechanics again.
Thank you once again for a valuable piece of feedback! I'm glad you enjoyed the game!
I completely agree with what you are saying - that is indeed my intention going forward. I have some story/context/gamefeel changes in mind - quite the number of them, in fact - and knowing what is the biggest pain point in player experience right now does help me direct my efforts.
As for the interface - could you highlight some of the worst things about it?
I was, unfortunately, unable to watch you play due to our timezone differences, but I would hapily watch it on record if you are planning to publish it!
Ask and ye shall receive.
Normally, all my VODs go to YouTube within 24 hours of the stream. It sometimes takes longer for various reasons. In this case, I needed to edit and manually upload the previous day's stream due to some mishaps. Whenever I have a situation like this (I had two parts of my huge Zelda: TotK series that I had to do this before), I don't make VODs from streams that came after public until the older videos are there. This way, it reminds me to deal with it.
As for the interface... well, watch the VOD and you'll notice a couple things. But overall, I just mean making things cleaner and easier to discern/read, tweak things for the flow of a player's cursor, etc. For example, you now have it that players click on a portal and they get a blurb of info about the reward they've selected. Instead of clicking the portal again, I think a button that indicates they'll go into the next stage for that specific reward would be a good idea since players will likely move the mouse cursor to the box they're looking at.