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Bruises and Battles's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1897 | 3.086 | 3.086 |
Overall | #2364 | 2.776 | 2.776 |
Originality | #2567 | 2.897 | 2.897 |
Fun | #3052 | 2.431 | 2.431 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player is out of control the battles in an RPG.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Oh wow you made an RPG for the jam! My only real feedback is maybe just working on helping new players understand the systems a bit better but that is something that can be worked on after the jam. Great job!
Oh yeah, I plan to make a full tutorial level in the future release as even the current build is not all the complexity I want to add. So, a tutorial that is very in depth is needed. Thank you for playing it.
Really cool idea, love the management of the team. Similar to other comments in that the controls are tad confusing and it takes a fair bit of time to get into but again that's down to personal preference I think.
Agree, I hope to make the update to be less confusing and hopefully easy the player into the management aspect better.
Very neat little concept, controls are a bit confusing but that's probably more on RPGMaker than the dev, had a lot of fun trying to optimize the party, well done
Thank you very much, hopefully controls will get fine tune as future development goes on. I am thinking personally focusing on mouse input and letting other control fall to classical input so you can just type in the name of characters but not use the keyboard to move through the menu
I feel like this could be a really neat idea if there was more of a focus on buying different items and managing the party, and less time spent in battle. The battles are fun to watch at first, but quickly become repetitive.
I will take that into consideration. Right now there is a focus on adding an option to speed up / skip battles entirely. But I will see on how with limited resources I can make more time in the management system.
An interesting take on how people play RPGs! It was a little hard to grasp, but once I got it I had fun! The tutorial learning curve is a bit steep, but it has potential! Good job.
Yeah, I would have liked a little more time on that. The learning curve is suppose to be quadratic but with so few points it feels very sharp.
Cool. I like the concept. This is a very fun game. Really enjoyed playing.
Thank you!
I actually didn't think I'd enjoy this much at first, since I've already played a few RPG Maker Games, but I was wrong, it was great!
I only managed to afford the hat in the end, spending the rest of my money on two zombie cures, and 4 potions when times were rough. Otherwise I spent almost all of the Morale on Mana, which worked well since they healed each other and did lots of spark attacks.
Personally I would have liked to spend more time buying and upgrading armor and weapons. I also think you could show the next battle or two somewhere, so that we could optimize the party and purchases for different challenges.
Overall you've done a great job. I enjoyed it a lot!
Oh, McFood. I cannot wait to show you the improvements I got plan. I think you will love the struggles of figuring out when to give your characters items and manipulating their AI to change how they respond in and out of battle.
But thank you a lot, it means a whole lot to have someone critical of an RPG maker game to love mine <3
cool game, very well made! i like the idea of managing an RPG party, i only think it might be more fun if the battles were shorter and there was more to do as the manager. but overall very well executed and a cool idea!
Yeah, I plan on working on this game further. I will include a option to change battle speed since, I personally like the slower speed but others seems to want it even faster!!! lol So, that is an easy option to put in. If you have any ideas on more things to do as a manager please leave them, I got a few but always open to more ideas!
Wow this is a cool idea and I think you executed it well! I do wish the battles were maybe shorter or if I could speed them up or something? Great work!
Yeah, I thinking I might add a feature in future version to possible skip battles if not speed the animation down to 0 so you are going as fast as the computer can process the code itself.
This is a really well-thought-out concept with a lot of depth for how quickly it was made! I like how it's focused more on management rather than combat - it's a fun twist on RPGs. Nice work!
Yeah, I hope to expand this adding even more depth... kinda hopefully pulling it more from RPG with management to Management Sim with a theme of RPG
I like idea that a lot! Excited to see what you develop this into. We'd love your feedback on our game as well, if you haven't already given it. SpaceBus
Added your game into my list of to review, I regularly tackle them when I am not busy in a queue style. Right now me and the composer are discussing how complex is too complex. But I am getting great feedback so most likely will continue developing, however still waiting for what the reviews say ;)
This is a very impressive game, I find it incredible that you made this in 48 hours... Well done!
Thank you, most of the UI and art work is provided in engine, but thank you very much.
This is a really good auto-battler, which in this sense, fits the theme nicely. Also appreciated the detailed tutorial at the beginning. Well done!
Yeah, I tried to give my friends who tested a couple of hours to really play around with it... while they were doing that, could really change the code since they were testing it. So I added a tutorial system since if that was broken it not the end of the world.
Thanks for bringing the game to the stream:
Thank you for playing it. I had fun in your stream.
Added your game to my "To Review" collection
I find this concept very interesting. How do you remove the control from a game that's all about controlling parties. I really like the way you did it, but I would like to see it fully developed. So it's not just battles, mainly because lots of RPG's already have auto battle systems. So the player controls, who is in the party, their equipment and load out (spells and such). Everything else, including dialog selections, quests everything is determined by the engine (you would definitely need a lot of random/weighted random choices. It would be a huge undertaking but the ability to essentially Seed (set party/available equipment/options) a random story that generates like that could be amazing. A lot of work though. I also really liked the morale system for influencing some decisions. Really cool idea and great proof of concept. Can't wait to see more.
I like and am interested in making all those ideas, with the exception of the randomize story could be hard if you want like a full storyline . But quick moment stories can be done. I hope that I can make you happy with the changes that will grow the game into a full release.
I wouldn't worry about the game, make the game you love :D I was just spitballing things I thought of while I was playing it. Having fun is the most important part to me :D
Oh, no I love stretching my efforts. And regularly I start with some features and let the game and idea dictate how they get implemented.
What a neat twist on the RPG genre, and a fun use of the theme. Removing control was done in an interesting way here, and theres a lot of mechanics to try out. I'd like to see this as a bigger game tbf. Awesome job!
Well, I got some good news. I most likely will be making it into a bigger game. Even including various AI per party member which you can use morale points to influence.
I have a feeling this could work as an idle game or auto chess-type game, but the attacks and battles really need to move faster for it to work. Needs some element of strategy as well, eg if you could pick and choose party members that would be more interesting. The morale bit is confusing, as it doesn't seem to have much impact on the battles. Neat idea but needs more work on executing!
Yes, I plan to add a lot of work. And with your comment I honestly thinking of making option to adjust the battle speed. Because it was adjusted back and forth various times during the development, however it was a balance to be readable text when it appears. Yeah a large focus is increasing scope and strategy of the game.
The morale bit is in the menu under "Use Morale", you need at least 10-15 morale depending on member. But you can right now use it to restore energy and give them status effects of boosting attack and defense.
I like the idea of removing control from a traditionally control heavy genre. There are a lot of mechanics to explore between battles, which adds replayability. Good work!
Thank you, I have many ideas. If you have any suggestions, I would love to hear them, since I will most likey at least clean it up for proper release if not make it into a fully feature game.
Cool game! I'm not a fan of turn-based games and still I enjoyed it!
Thank you, yeah I tried to make the turn-based combat faster, without becoming sonic fast.
I died pretty fast due to my lack of experience in this type of game :O Moving away to simulated battles helped me at least deal some damage and fit the theme. Well done!
I hope you had fun even if you died a little too fast for your liking.
Very nice! I'm not familiar with kind of game personally but the tutorial was very in depth and I really liked the unique take of the theme
Yeah, thank my testers for being amazing at telling me things that they don't understand as if they never played such again. And thank you for enjoying the theme.