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A jam submission

RNG: Rats N GamesView game page

Technical demo of a card based RPG staring a chaotic rat
Submitted by TJFallen — 12 minutes, 37 seconds before the deadline
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RNG: Rats N Games's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#172.6463.000
Holo References#202.2682.571
Innovation#202.3942.714
Ambience#212.0162.286
Gameplay#211.8902.143
Overall#212.2432.543

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Really Nice Concept! I really love Slay the Spire so this will definetly be my type of Game. Sadly it doesn't seem finished. If you are continueing it I will definetly look forward to it!

Submitted

I made a card game for my last game jam (in Unreal too so it felt very familiar haha), I thought the idea was cool, lot of potential for fun references. The visual effects also look very nice, though the storm one made me think the game broke for a moment. Unfortunate that the enemy turn was broken in the build but I’d love to see a more polished version in the future!

Host(+1)

Bearing in mind the enemy attack bug, I thought this was a neat concept! Spinning Slay the Spire into a Hololive theme has lots of room for funny quirks, cards, and other sly references. The core gameplay flow from a user perspective felt pretty straightforward, though it would be nice to see that encompassed in a tutorial battle so it's more intuitive to follow and "commit to memory" per se!

I wish there was some kind of music for me to jam out to as I walk around and slap bad takos for violating the 4th Wah, but I liked the pixelated art base that you had. The swirling transition shader is a neat touch (though I'd recommend delaying the overlaid UI display until after the transition completes with an event -- or have the post-processing apply to that as well), and I think you should otherwise flesh the concept out more! Get it so you have playable runs, even if it's just one character and a couple of enemies to start. Slap some more UI in there, maybe some save state. This could be dope!

Developer(+1)

Thank you for the feedback and for your patience with the bug! A proper tutorial is definitely high on my list of things to add. I do regret not taking an hour or two to find and add some license-free music and SFX; audio is forever my bane. Definitely gonna fix it so the UI elements don't pop up until after the transition finishes, don't know how that one slipped past me.

Rough idea going forward is to figure out a procedural map generation similar to Diablo. Each run would be contained to one map, but the player would accrue small bonuses and unlocks that can be carried between runs.

Host

For sure! And ooooh... I'm definitely curious to watch that development pan out 👁

Submitted(+1)

Lots of cool visual effects. I don’t know how to do those so they impressed me.

  • The whirrly effect when you start a fight is cool
  • The storm attack effect looks cool, but maybe takes a bit too long. I thought the game crashed.

Neat project, but the game froze after the tako attacked me once. Card battler is pretty ambitious for a game jam so I’m glad you were able to get what you did done.

Developer

Thanks! Been trying to figure out more post processing effects, so I took the jam as an opportunity to experiment a little.

The whirly transition: Rotates the entire screen, but the amount of rotation is tied to distance from the center multiplied by a control. During the transition, the control slowly scales up and then back down.

Storm Attack: Uses a colour mask to divide up the screen, then incrementally shifts each slice. There were a couple other effects I wanted to add, but time got away from me.

Unfortunately had a couple reports that the tako either skip their turns or get stuck on them, still trying to figure out why, though it's too late to fix. Still, thank you for giving it a go and for the comment!

Submitted(+1)


Looks interesting so far, but I was not able to progress beyond this screen and am stuck at turn 1 it seems.

Developer(+1)

Sorry about that. Something broke on the enemies when I packaged the project and now they either don't attack or don't end their turns. Thanks for giving it a shot though!

Submitted(+1)

Neat little proof of concept for what could be a pretty fun game. I was a little confused on how to end the round (had to re-start to read the controls again). I'd suggest requiring a single click on the orb rather than a double click and showing a confirmation prompt. Looks like the opponents can't fight back yet though?
Would be good to see this become a full game after the Jam

Developer

I'll have to take a look at why the enemies aren't fighting back; they were before I packaged it up. Thanks for letting me know!

I'm thinking I'll change the End Turn to a single click with confirm as you suggested, and add an option to autoconfirm.

Thanks for your time and feedback!