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Go! Go! Go! Go! Mech Force Four! (Jam Version)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #19 | 3.466 | 4.143 |
Originality | #24 | 3.705 | 4.429 |
Overall | #46 | 3.227 | 3.857 |
Audio | #55 | 2.749 | 3.286 |
Visuals | #63 | 2.988 | 3.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Physical
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Based on monster designs property of Toei Company
Did you choose from one (or more) of the optional secondary themes?
Resurrection (essence of ancient heroes), Diplomat (caught in middle of war)
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
I am really liking this game so far. I always appreciate games that have a good understanding of story structure/skeletons, and this one very obviously does! Ngl, I forget that the sentai genre is also a pretty big source of mecha goodness, and it’s nice to see it represented in this mecha jam :) also wooh let’s go TTRPG devs!
This is great! I think one of the hardest things about playing GMless RPGs is knowing how to move the story forward in a way all players are happy with, and I think the self-aware story structure of a Saturday morning kids show is an AMAZING way to do that.
I'd love to see this developed more with additional guidance and scenarios. I think it would make a superb party game.
my english i not good enough for me to understand and enjoy these yet, but idea looks awesome!
5 stars! 😁
I like the art style
Finally got round to sitting down and looking over your submission and I'm impressed! Tone and flavour are both as colourful as you would expect from a 90s super sentei show. I do like the decision to go with cards for acts and fights. as they could allow players to create their own cards to add into the decks. Also I feel like this wouldn't take too much, if any, effort to play solo if you wanted to. Dice rolls, however, could have been explained a bit better with an example. Still, it is excellent stuff and a thumbs up from me; well done!
Thank you! I lost two entire days of development time due to a family medical emergency, so I'm looking forward to fleshing things out more later.
This is a riot!
The flavor text and sketches are full of charm, and the formulaic episode prompt is a very fun way to give players a structure to be wacky in while ensuring the narrative pushes on. Only criticism is I missed the rule on how many dice to roll during narration on multiple reads – maybe an example few lines of narration + rolls + outcomes could emphasize that.
I’m watching Never Stop Blowing Up on D20 right now, and this strikes me as another love-letter to a genre. In the TTRPG-realm, it reminds me of how the 200-word Hands of Rasputin by Jack Ford Morgan also rewards creative player narration of wacky combat.
Kudos!
Thank you!
I had to rush a lot because of a family situation, I'll flesh that out more in the post-jam version
I like it.
The idea is fairly original and the fact that all games follow the same scheme makes me think that players will start to improvise wildly to think about how to diverge: "Ocean's actor has been in a gritty scandal and has been substituted by this other guy", "In the original Japanese series my sentry is, in fact, a woman" and the like.
Yes! Ultimately the idea will be that the players are roleplaying as both the characters on the show and the creative team putting it together.
Hoping to expand on this with color graphics and additional mechanics if this initial game seems fun.