Holly shit this is awesome! Keep it up!
Fun gameplay and great concept and design!
Criteria | Rank | Score* | Raw Score |
Aesthetics | #2 | 4.103 | 4.103 |
Gameplay | #3 | 3.690 | 3.690 |
Innovation | #5 | 3.655 | 3.655 |
Overall | #7 | 3.546 | 3.546 |
Overall | #8 | 3.586 | 3.586 |
Theme | #16 | 3.483 | 3.483 |
Sound | #30 | 2.759 | 2.759 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Holly shit this is awesome! Keep it up!
Fun gameplay and great concept and design!
Very cool idea and fun to play, can totally see this as a mobile game. The 3d voxel models were neat although its kind of hard to distinguish e.g. orcs and spiders. Needs to better communicate to the player how exactly did they lose - did they run out of time on a quest or did they kill themselves. Pretty innovative concept of having a real-time counter putting pressure on a turn based gameplay movement. The RNG-ing is fun but can work against the player if there aren't enough tiles on board that are able to meet the goal. Could be developed further with some RPG/roguelike elements although I'm not sure if that complicates the gameplay too much, it is pretty elegant as-is. Great game!
This is a fun game. The graphics are quite nice, too :)
I'm not sure about why is the character standing in an empty tile.
I think the core heart-shield-sword mechanic can be developed even more. Right now, all three objects are almost the same: they represent how many times can you crash against an enemy before dying. If you want, you can imagine that they are all hearts, and the game would work [almost] exactly the same. Spiders are an important difference here, as is capping each object at a maximum value, which requires the player to avoid picking items he already has maxed; however, I think that more differentiation may lead to more interesting decisions. For example, what if having a sword allowed you to hit stronger, so each hit with a sword equals to two (or 1.5) without one?
I love it. I could see losing a lot of time playing a game like this. I only have two suggestions:
- I think the game needs some player feedback on when you're getting injured (like screenflash). It's really easy to just suddenly get yourself killed because you weren't looking directly at your shield/hearts.
- A couple different enemy/weapon types with some rock-paper-scissors style strategy could make the game a little more puzzle-y and deep. Certainly just adding a mechanic or two into a game like this good extend its longevity a lot.
Cool art style and innovative mechanic! Didn't get it from the start tough but fun :D
I like it a lot, and I can see how it could just get better and better as new things are added. I didn't get it at a glance, so I just started playing, so it's definitely something you can jump straight into, but not necessarily with comprehension for a bit. That wasn't a big deal though, since it is immediately satisfying and kept me wanting to figure it out. When I did I wanted to get a better score, which was cool too. I think what held me back from figuring it out is the stuff I'm sure would change with more time to work on it: the display of the current quest, maybe a quick highlight of the current target upon grabbing a quest, and more ominous countdown. Seems like there are loads of ways to add incremental growth, different areas, special quests, etc. If a person wanted to go real crazy they could make it multiplayer with 'garbage' spawned on the enemy map for combos and such. It felt quick and puzzle-y enough for that. Oh, and with the obstacles it could be cool to have fetch quests with npcs on one tile and the thing to get somewhere else on the map. ok I'm done thanks for sharing this!
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