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A jam submission

Grog IncentiveView game page

A roguelike action game
Submitted by Queble — 2 days, 8 hours before the deadline
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Grog Incentive's itch.io page

Results

CriteriaRankScore*Raw Score
HOST AWARD | Hand picked by the hosts#1n/an/a
FUN | Was the game satisfying to play or did it bring you joy#74.0914.091
MOOD | Did the game have atmosphere or make you feel something#84.0004.000
Overall#103.8553.855
VISUAL | Did the game have nice graphics or art direction#114.2734.273
AUDIO | Did the game have great music or sound design#163.5453.545
IDEA | Was this game super interesting or innovative#243.3643.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Let people know how long you've been working on the game
Started development on January 1st, and put about 150 hours in throughout the month

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Comments

Submitted

Very nice.

Submitted(+1)

Fun and juicy. Liked the presentation and the flavor text added a lot to the game. Very impressive for one month! Lot of replayability. Didn't mind the 4 direction attack, but stopping to attack made controls feel stiff and it was hard to dodge the later skeletons. The blur effect when you take damage was disorienting.

Developer

Thanks for the feedback!
Glad you liked it :)

Submitted (1 edit) (+1)

Great battle dynamics!

I liked this game.

I read the comments of other participants - I agree, it would be even better to choose the direction of attack with the mouse.

Submitted(+1)

This felt really good and polished, you worked roughly the same as me but with much more content I feel jealous! lol
One thing I would add though is that some cards I didn't really knew what would do so I didn't pick them because of that. I also felt the knockback didn't worked sometimes. Sometimes enemies would also randomly run circling me for no reason to. 
Btw how is the maps generated? I'm very interested in procedural generation and always like to understand how people do it.

Developer

Haha thanks!!

Ya i feel like the clarity and even variety of cards was kinda underwhelming, but maybe I'll release an update.

The knockback was odd, because when I tested the game, it was WAY too OP so i nerfed it quite a bit, but it's still kinda busted if you pickup like 3 or 4.  I could have fixed this with a pickup limiter or something, but i simply ran out of time unfortunately :/

lol the AI is so hardcoded XD The enemies will just switch to following a random point of the player radius in random intervals, so potentially (if you're lucky), then the enemies can just run in circles :P

For the map generation, I took inspiration from @heartbeast.  I basically have a huge room filled with "ceiling tiles", and then a script will start in a random tile, move a random amount of steps, turn -90 to 90 degrees, and repeat this process a random number of times.  Each tile it passes gets removed, and then the autotile data is reset afterwards.  I also added some random room shapes, thicker hallways, and some other stuff.  After that, I used an array of all the removed tiles to add stuff like grass/sand shapes, walls(and torches on those), and spawn entities.

Submitted (2 edits)

This was a cool game, I really like the look of item, the animations are nice, especially the subtle rise of the end crystal when you beat a level.  The controls were a bit stiff, locking you in place&direction when attacking made it feel really hard to dodge the later skeletons, since your attacks and dodging are also tied to the direction you are facing and not where the cursor is (consider input queueing too so actions that are pressed too soon may still go off when able if done close enough).  The coolest upgrade was the clones, I would have liked to see a bit more variety in both the upgrades and enemies but I totally get that with a limited gamejam scope its tough,  Also occasionally when entering a new floor, you might land in the middle of enemies, immediately losing a ton of life.  Was there a final level or is it infinite?  Overall I liked it, its really impressive for being entirely made this month!

Developer(+1)

Thanks for the feedback!
Yes, I'm kinda gathering that's the biggest weakpoint (the controls), so I'll note that for any future projects.

As far as variety, I kinda just ran out of time/ideas :/  I was hoping to add about 3 enemies, and then different buffs and chest rooms and stuff, but I guess it was kind of overscoped for a project made in a month :P

It's infinite, also thanks!

Submitted

Great fun!

(+1)

I loved it !

Submitted(+1)

Nice Job. Game plays well and The card selection adds depth too!

Submitted(+1)

This was a lot of fun, and I always love a good pirate theme! I feel like some directional controls for attacks are needed at times as the skeletons will be just to the side of where I'm facing. Also, with attacks being tied to left-click it would make some sense. Looking forward to future updates on this!

Developer(+1)

Glad you liked it!
Thanks for the feedback, I didn't even think about that, but yeah it'd probably be a lot more intuitive to used the  player->mouse direction for the attacking axis (as it's currently snapped to your last direction moved).