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Coiny Catacombs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Replayablity: Would you play the game again? | #4 | 2.800 | 2.800 |
Originality: Does the game have unique mechanics or design? | #4 | 3.300 | 3.300 |
Theme: Does the game/story fit the chosen theme? | #5 | 3.300 | 3.300 |
Overall | #5 | 3.080 | 3.080 |
Fun: Does the game bring you joy? | #7 | 2.900 | 2.900 |
Graphics: Does the game look good or unique? | #7 | 3.100 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interprets the theme?
By losing the game, you lose your soul, so, basically, your entire life, and everything you have
Which Haxe game engine or framework did you use?
HaxeFlixel
What is your Discord username and ID? (ex: @logo4poop#0788)
TheMysticSword#9770
Link to source code (GitHub/GitLab/Gitea/BitBucket)
https://github.com/TheMysticSword/CoinyCatacombs
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Comments
Hey, these are some solid turn-based RPG mechanics, here! I've never played Dicey Dungeons, so I can't speak to how it compares, but I will say that the name "Coiny Catacombs" as a riff on that is quite clever, haha.
I think the biggest thing that would improve your game would be some tweaks to the user interface. Once the player understands the pattern of what needs to be done, things move along in a predictable way, but some on-screen graphics and animation could help direct focus.
For example, in the middle of a fight, maybe have an arrow pointing at the coins and a hand icon to show you can click and drag them. The "flip again" button could be moved closer to where the coins are so it's more obvious they are related, and there could be an indicator that shows you can only re-flip once. While the coins are being dragged, the open slots could shine brighter. When it's the player's turn, maybe the enemy's skill info boxes can fade to a darker color so the focus is on the player's info. When the player can't do anything else during a turn, perhaps the "End Turn" button could be highlighted. Also, the information you have in the sliding side-panel could probably just be shown on screen between fights, so that it's easy to see HP changes based on the coin flips from different encounters.
Little things like that can help with the flow and teach players what they need to do even without written instructions. I know that might be a bit more polish than you had time for in a one week game jam, but just throwing out some suggestions.
Anyway, I think you managed to capture the classic RPG adventure feel pretty well given the time constraints. Nice job!
The animations and effects in game are very nice and I can appreciate the effort put into them. It would've been nice to have at least a small explanation on how to play the game as it wasn't very intuitive for me, but besides that good job!