awesome game! Tactical combat makes turn based so much more fun
Play game
Capsule Monsters - Tactics!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice | #24 | 3.938 | 3.938 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:
Overall score: 9
Really nice 'gotta catch 'em all' style game! I loved the designs of the Capsule monsters, and the dialog was neat and snappy as well (and the little pop culture references were a nice touch as well, without being over-bearing). I wasn't a fan of the RNG, and felt it was bit too punishing. Also, it promotes a more grindy playstyle to get monsters from the pull system without any guarantee of what you'll get. I was also only able to beat the last boss by sheer luck and bugging out the AI of the game. Still, a really nice little game.
I got assigned this for round 3 of the IGMC. First, congrats on getting to round 3!
First I should start this off by saying I've never played Pokeman in my life. Pokeman was a thing when I was a teen so I passed by on it and have never played the games. I post that as I feel like you were going for a monster collecting feel here, but as someone who did not play the games I feel some things need to be better explained.
For instance, the entire system feels too random. You can spend $$$ to buy monsters, get 3 then go to a battle system against others. I managed to win rounds 1 and 2, then got to round 3 where they had monsters that were so fast they went like 4x to my once and one shotted me. As it is, it felt really oddly balanced to go suddenly from hey I'm managing to getting mopped with no chance in one battle.
I feel you should have an option to slowly introduce the mechanics to the player. I think I may have done better if I had played Pokeman games and such, and kinda feel like this was designed assuming the player has played those games before. Be careful with that as you should never assume that of the audience.
Small little detail too: The tournament is not round robin, its single elimination. Round robin you play everyone once, so round 3 can't be the final round out of 7 players. Just a side note as I teach math so it stood out to me.
Overall it is a neat idea, but needs to add more to introduce new players to these kind of games. And maybe more gradual balancing so that it doesn't go from round 2 I win to round 3 not a chance.
Thanks for the feedback! I didn't think so many people would compare this to pokemon when the inspiration was actually a Yu-Gi-Oh side story hahaha. I definitely think a better tutorial is needed and I'll be streamlining/improving that for the commercial release.
I definitely need to add a support sub monster class to introduce more balancing options like poison/sleep/blinding, ect. Another note is the overall range/speed of mons. I definitely made the Epics slightly... too epic, if you'll forgive the word choice.
I did want an overall easier vibe with a more difficult round 3 but it looks like I overdid it. I'm hoping fixing the RNG and adding the support mons will be more helpful.
Out of curiosity have you played Fire Emblem type games before? I've noticed a divide in player experience with people familiar/vs not familiar with this title and am curious about your own take on the strategic rpg combat.
Also thanks for the single elimination comment! I completely forgot what kind of tourney this technically was.... and just hoped no one would notice xD
Actually I have played Fire Emblem. Might be why I did get past rounds 1 and 2 as I was able to figure out the battle system pretty fast from that.
Ha! I am probably the only one who would notice just because in one of my classes we teach math for figuring out tournaments and tournament setups. Mainly wanted to pass it along in case someone else catches it later.
Music was boppin, would love to see more variation in music throughout the game. Loved the story behind the game -- dedicated to past rpg devs. <3 The sprites and the description for them were cute. Loved the simplicity of it. Needs improvement with the leveling system, we never won a game :( maybe we are bad idk. Wendy was my favorite character. The story and game play was actually entertaining and wholesome. It kept our attention throughout. It would be cool to see actual capsules like a pill, gel capsule, or like a pokemn ball? We really loved the game and can't wait to see the final product. Definitely let us know when Capsule Monsters 2 comes out lol <3
Your playthrough of my game was genuinely the most fun one I have ever watched. Should you be interested I did a lot of quality of life improvements for the new demo! We're working towards a kickstarter release and would appreciate any and all feedback! (as well as funny pictures in comments hahaha)
I know you've seen my playthrough on twitch but I just wanted to leave a comment here for your stats.
Loved the monster designs! Great tileset and music! Intriguing story concept.
I just had some issues with the damage output in the first main fight, with the enemies really outshining you, and having no heal abilities.
Ah I'm so jazzed that you used the strategy of them!! I purposefully gave them a slightly higher range so that even with rougher RNG you can at least win the first round! Good on you for utilizing the strategy! Unsure if you beat the game, but there are some comments below that give hints about which machines have what chances/a good trade to make in the final round!
Hey there TheLastYuriSamurai, I got your game for judging so here are some of my thoughts. A tactical battle system with unique monsters is a fun idea, though I almost wish there were more battles and less dialogue in the game since the battle system was the highlight of the game. The art style was a good choice and the monsters were all adorably unique.
The battle rounds were all different enough to keep things feeling fresh without leaving me confused as to what I should do, which made me play longer than planned just to see what other tactics I could use with different monsters. It was a bit difficult to judge whose monster was whose on the battlefield, it would have be nice if enemies or my monsters had an obvious marker. The colors for where you could move and attack were also hard to see on lighter backgrounds (on the white sidewalks I could barely see the squares), so it would've been nice if those had a solid darker outline. Being able to fight people before the main rounds to get more monsters is a good way to get around bad RNG, but it did make the final fight easy since I had an overpowered team. I'm not sure how you could tweak that to make the fight challenging without being unfair, but if you could find a balance then it could make the final battle really feel like a test of my monster team and strategy.
Overall, this is a fun little idea that I could see being expanded into a larger game. There are some issues, but I'm sure you can fix them with a bit more time.
Whew so before I respond, I really want to thank you for your review. I've been lurking in the rpg maker forums for... gosh? 7 years? Before MV was even an engine I believe. I have such amazed memories of seeing all your custom art in the forums that you created for FREE(?!?) and seeing such a veteran play my game is honestly awesome (even if it was mandatory for a contest haha).
I'm afraid I have a problem with making my games a bit too wordy, and I definitely agree I could have put the bonding session in a better spot/expanded on the rounds a bit. I'm really glad you liked the overall battle system.
As for the battle system's art I'm grateful you pointed this out. I think it's the first comment to mention this and it's definitely something I'll be adding to the log to fix up for a future update/release.
As for the overall strategy/difficulty level I was definitely nervous making the battles too hard as to get good mons you might have to grind a bit, and I was hesitant to require it even more. I definitely think having a higher list of monsters (I'm thinking 25 might be a better number) and being able to implement the different attack ranges that I wanted (that I unfortunately had to cut for the entry) will help. I also want to expand on the physical vs magic attacks more as while implemented... it wasn't expanded on enough and that could definitely be worked on. Out of curiosity, how did you feel about the 3 on 3 battles? I feel like one issue I have with games like fire emblem is how difficult balancing/gameplay can become when it's a 10 v 10 or 10 v 12 battle. Perhaps 4 vs 4 would be better? I'm curious as to your opinion on this.
I think after the words of you and some other reviewers I will expand this into a more full commercial release. I'm overjoyed I got to do something a bit unique with the engine that people could enjoy.
Thank you again for the feedback!!
I found the 3 vs. 3 battles to work well, it caused the battles to last just long enough to really figure out how to move around the stage without overstaying its welcome. 4 vs. 4 could work too, but you'd need to do extra testing to see which is better. It could be interesting to have larger battles as special rounds, such as a 5-monster team that has to defeat a few waves of monsters, but if you fine-tune the battles more I don't think you need to have too large of battle parties.
If you're planning on a commercial release, I would recommend spending a lot more time on drop rates. Players don't know if you're modifying the drop rates behind the scenes, so you could tweak things so that a player is less likely to get the same monster over and over and over.
I really loved this but the Lady Armor drop rate is super rude
I was very impressed with this one. I really liked the tactical battle system and for the most part the game was enjoyable. But there were a few negatives I found off-putting. I want to get those out of the way first, then I'll move on to the positives.
- I will say that I spent a few times resetting my save file because the monsters were randomly given to you and I kept getting trash. I got that rock thing given to you at the beginning not once but twice. Spent 150G to get 3 rocks. After resetting, I realized that I couldn't save right before I accessed the machine. Ouch. I really wish I was able to do this. This is a game I would prefer to have autosave turned off.
- At first I used the 3 rocks in the tournament and did fine. I won the first battle and finally got a new mon. I won the second battle. Then I faced Hunter and boy did I want to OWN him! Sadly, Hunter's ONE creature completely demolished my team. I did like 2 damage and then got dealt back 10 damage. At this point I reset the save file and started over.
- This next playthrough I realized that I could trade and battle the other characters. Why was this not brought up at the beginning? I saw that if you talk to the other characters in that first map before ending the day that they mention it but I was following robot guy's instructions and I didn't dilly dally too much. I spent about another 30-45 minutes grinding to get a creature I could use to KICK HUNTER'S BUTT! Alas, I had trouble accomplishing this task.
- I finally gave up and sadly couldn't get past Hunter.
Now I know this sounds discouraging but there are a lot of positives about this one too.
+ Good use of assets. The tiles, characters, and music flow really well.
+ The battle system was fun and easy to understand.
+ The characters and dialogue are well written and each character had different personalities. I especially liked you made a character like Hunter. I don't think I've ever wanted to punch a fictional videogame character more in my life.
+ The designs of the monsters were cute and funny.
+ I think you incorporated the theme really well.
Overall, I did enjoy this game but do think it needs more balancing and I think given the randomness of the machine, I think it needs a way to turn off autosave. (There actually might be a way in options but I didn't think to look...) Lastly I think it needs more direction. Like I mentioned, I didn't know you could trade and battle to get gold so at first I thought I was just stuck with what I got and had to use those in the tournament.
I think you did a great job on this. You worked hard to make something unique and it shows. Thank you for making this. :D
Oh wow. I love getting this level of feedback and I apologize it took so many days to respond to it (my job is truly kicking my butt).
I really appreciate you putting your negatives here, and I wanted to address a few:
-I'm so embarrassed that I neglected to put some kind of warning or info regarding the machines. The only autosaving in the game is mandatory when using the machines as an anti-cheating measure. I was really inspired by Megaman Battle Network's trade machine, but even that machine does give a warning. Big whoops on my part!
-I hope you'll forgive me copy/pasting this from another comment to explain the rates:
The capsule machines are actually configured to not give anything too good too soon. It takes a randomized number and depending on the level, subtracts from that. The logic is the following:
-before 1st round: -30, makes it impossible to get the best 6 monsters (essentially locking out the epics and strongest rares)
-before 2nd round: -15, makes it impossible to get the epics
-before round 3: no limitation! Best chances of getting the rarest mons! (The hinted love interest, Nina, might have a special Capsule Monster for you if you go to talk to her and trade after her ordeal...)
These limitations unfortunately meant lady armor was so common in the pre first round, but it can be taken advantage of to make sure you get certain mons at certain times!
-I DEFINITELY should have made it a bit clearer that you could play the players to negate bad RNG. I wanted to reward exploration, but I can see how it would make it harder for players who don't want to stop to talk to the NPCs.
-I'm very sorry you didn't get to kick Hunter's butt! If it helps at all, Nina, the hinted love interest, trades you an Epic for a common, and has some special unique dialogue to encourage Maria. I liked the symbolism of the "weakest" player choosing to help you in such a way.
Thank you for all of the constructive criticism! I genuinely think this is the best game I've ever made (at least in concept and overall gameplay) and I think I actually want to make a "definitive edition" that's a commercial release in the future. So all of these comments are huge for me.
I'm so glad the music and art seems to have gone over well with people. It's the first time I've done so much pixel art edits and straight up new character art for a game, so I'm grateful it worked well.
If you're a fan of lore each character has 3 conversations you can have with them at any given time. It's meant to be a reward for exploration/acting like Maria would and they leave comments on how they died and hints at the sort of life they had. I tried really hard to be respectful with what I was trying to imply for Nina's past, so I'm glad so many seemed to like how everything was handled.
Thank you for reviewing! I'm so excited to play your 2nd entry! Framework was really something special and I'm excited to see another collecting game!!
Hey, I’m so glad you responded! I was worried I was too harsh for a bit there. And I understand the work kicking your butt. Lol. I’m scheduled 7 days in a row this week. And Legends Untamed is not as tested as Framework is so keep an open mind about that. FrameWork is the one I clearly spent more time on.
Hey I really appreciate all of the feedback you gave me! I actually worked on the game further and I have a much more updated demo! The drop rates are fixed, you can better tell enemies from players, and I added Capsule Monster Classes to add magic and support to the game! I'm working towards a kickstarter release and eventual commercial version so I would really appreciate your brand of constructive criticism again should you ever want to play again!
A mix of a monster collector and a tactical game? I'm in!
I'm so happy that this creation has been appreciated by many! As I said in my video it would have been a shame not to be able to rate it, it's a really good entry. I had so much fun with both battles and NPCs interaction... and I want more monsters (for the jam 20 are more than enough, I'm the one who has a slight collecting problem XD)!
Solid game here! I made a first impression video if you want further comments: https://youtu.be/9B0oTw-x41Y?t=2060
Liked the sound effects and rich retro music/melodies. I usually don't go for tactics-like games, but using the 'capsule monsters' and sort of collecting them and adding them to your battle set was pretty cool, and had me looking forward to choosing to battle rather than not.
Bits of it reminded me of playing on my Game Boy as a kid, which was just the best feeling :)
Ahh finally someone who mentioned the music!! I had so much fun choosing the different character themes and was so darn proud that each one got to have their own unique "theme" as it were. I'm so happy the capsule monster bit was something that felt nostalgic and fun to you. My inspiration was an original gameboy game, and it made me so happy to know that love of the system came across so well.
Thank you again for the feedback! It's comments like these that make me want to have a larger commercial release! I'm so excited to play your game later!
Hi there!
As a fan tactical battles, I really liked the combat mechanic. The art concept is pretty fun and entertained all throughout. The mapping looks great and the game play feels is good. Nice work!
Hi! So I just finished playing and and I really liked it! Got me entertained all throughout. If I may, I'll leave all the things I've taken notes of while playing it.
PROS:
- Right off the bat, I like the vibe. Made me remember my "gameboy" days.
- I like the dialogues of each characters. Each of them has that depth, considering the amount of time they were introduced. Hunter stood out for me the most, I don't know why.
- The announcer is hillarious!
- Each character hit me. Sudden realizations and questions for my life. Help!?
- I thought I was killing it when I got Curl Shot, but then Deeno came. Love that monster lol!
- That ending was sooo satisfying! Too bad I was not able to collect all the monsters. I like how it has that replayability since I'm curious to see other monsters.
NITPICKS:
I considered these as nitpicks instead of cons since it didn't really bother me too much, but might help to improve the game more.
- Some typos (eg. When defeating Nina in the first round. It says "go" instead of "got")
- During battle, especially when its drawn to the bottom part of the screen, it's sometimes hard to keep track of the positions since the monster info gets in the way.
Overall, reaaally fun game. I enjoyed it a lot. Thank you for this! :D
Thank you for giving me so much feedback!! Sorry for the life delays in responding to this comment!
I'm so happy the old retro gameboy vibe came across! The biggest inspiration was actually a Japan only release for yugioh! The idea of capsule monsters in a tactical setting just really inspired me. The fact that it could be accomplished on the original gameboy hardware just blew me away and I had to try to recreate it in rpg maker!
As a fellow lover of depth and character dialogue: Each character has roughly 3 conversations you can have with them each and every time you have the ability to talk to them. I tried to include a lot of hidden details as a reward for exploration. Questions like "how they died", "what kind of person they were", and "what their life was like" is all hidden!
If you want to collect all the mons: The capsule machines are actually configured to not give anything too good too soon. It takes a randomized number and depending on the level, subtracts from that. The logic is the following:
-before 1st round: -30, makes it impossible to get the best 6 monsters (essentially locking out the epics and strongest rares)
-before 2nd round: -15, makes it impossible to get the epics
-before round 3: no limitation! Best chances of getting the rarest mons! (The hinted love interest, Nina, might have a special Capsule Monster for you if you go to talk to her and trade after her ordeal...)
These limitations unfortunately meant lady armor was so common in the pre first round, but it can be taken advantage of to make sure you get certain mons at certain times! Hope this helps!
As for your cons thank you! I'm a bit embarrassed I still missed a few grammar things as I went through the game so many times xD. I do agree I should have made the maps a bit bigger to account for the corner placements!
Thank you so much again for all the feedback! I'm actually thinking about making a larger and more polished commercial release so this kind of feedback is invaluable!
Hahaha, I love the humour, and the concept! Lots of fun. :D
I had a lot of fun with this -- the designs are fun and the game has a fantastic sense of humor, especially considering they're all dead.
It's a little exposition-heavy and I found myself wondering when the game was going to get started about the time the bonding session happened -- maybe consider moving that until after round one instead of right at the beginning to let people get a little bit more of a taste for the game right from the start? That being said, the dialogue is good, though, so overall, still walking away after playing with a positive experience. :)
I might've missed this, during the tutorial fight, but the "E" next to the monsters on the field -- I assumed that indicated the enemy, but it seems to be any monster except the active one, which can make it challenging if there are duplicated monsters on the field to know which one you want to be targeting.
Other than that, the mapping looks good and the game play feels really solid. Nice work!
Thank you for your feedback! I've had a real problem in the past with making my games more wordy, and I made a much bigger effort this time to make all but the most important cutscenes optional. Upon looking back I do agree that the bonding could have been perhaps the night before round 1 instead. Thank you so much for your feedback!!
Unsure if you wanted more lore, but each character has an optional 3 conversations each and every time you talk to them. Sort of as a reward for exploration. I'm glad you liked it!
Leave a comment
Log in with itch.io to leave a comment.