Great game, loved it!
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Bushi Yoroi Maki - Exceed [Prototype] | [Project Discontinued]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #84 | 3.188 | 3.188 |
Presentation | #91 | 3.500 | 3.500 |
Gameplay | #95 | 2.938 | 2.938 |
Overall | #101 | 3.109 | 3.109 |
Engagement | #121 | 2.813 | 2.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Oh this is cool! The math gameplay was pretty cool, although I eventually ended up just looking at the answers for the largest number instead of actually looking at any of the equations... still, the whole aesthetic/music/atmostphere is super cohesive.
The opening cutscenes were kind of long and a bit overwhelming -- I ended up paying better attention whenever you had a story beat during a gameplay segment. I think it helped that the number of characters I was introduced to was reduced, and the stakes (purify the enemies/save the little brother's spirit/etc etc) were directly tied in with what I was doing. After that it was easier to get into the story.
I also wish the text box background was a bit darker, or more opaque. Since it's translucent, sometimes the contrast between the white text and some of the lighter parts of the background were hard to read.
But overall, well done! I love it when UI elements are all crafted to fit one cohesive aesthetic. I also love all the character designs!
It has been the major consensus of feedback regarding picking the largest number too. I can't exactly add a new version but I will keep the feedback in mind.
I confess that I could have skipped one of the paths more and just get to the meat of the point instead of introducing 2 characters that don't really pertain to that route's relevance. It was to introduce the other route's existence. But I suppose that is a bit too elongated. I appreciate the feedback nonetheless.
I suppose I can make things a bit darker with the windows background. I'll try and add that when submission period is over.
Thank you for playing the game.
This game was a lot of fun. I really enjoyed the characters and the artwork. I hope to see a full version of game after the jam. Keep up the good work Berry.
This was a really cool and unique playthrough! I really love the character designs, and you can absolutely tell how fleshed out this world is, so your worldbuilding is on point!
I did want to point out something I found: because most of the combat revolves around picking a larger number than the opponent, you can actually just brute force all the battles by always picking the biggest number and not even paying attention to the equations. It might benefit to have some subtraction, or some kind of rule that prevents players from just mashing through the combat, because you have something really interesting here!
Also just wanted to add that, although your characters and lore are really interesting, the ratio of cutscene to gameplay is pretty heavy on the cutscene side. You might wanna even it out a bit cause I found myself kinda glazing over the dialogue after a while because it went on a bit longer than I was expecting.
This is invaluable feedback. Thank you for pointing out the flaws of the game.
Admittedly the cutscenes do drag itself and I wanted a bit of a breather between story and gameplay. But I suppose it is a bit more exposition heavy than usual. I'll take your feedback to consideration if I do develop this to a full fledged game. Or add an option to skip the story if you don't care about it.
Love the psychedelic dreamlike tone of the game and the world explored. Its clear you put a lot of effort into the character designs and the story. Everything seems very deep and busy but in a (mostly) good way! I feel like you wrote a lot of really interesting lore we are only see a small part of, but even that small part can be overwhelming with a lot introduced very quickly.
Loved the character designs and all the art for them, but if I had a genie in a bottle I'd wish for some more dynamic poses with them, not just on the battle screen but with the normal conversations as well.
Still, good job with what you've made, it's clear its a passion project filled with so much passion its positively infectious! Keep it up!
I'm well aware that it is a lot to take in all at once. Especially when this stuff is a jam level project. I might be able to introduce elements more slowly and add more proper lore if need be in a more fuller capacity should I create a more full fledged product with this game.
Trust me as an artist when I say that I want more dynamic poses but I'm kinda bad at it and I also have not much in the way of time to make up multiple poses all at once. Especially for multiple characters.
It's humbling to see an artist's perspective on the matter though. Thank you for taking the time to play it.
Really interesting game. I liked how fleshed out the world felt! I echo the sentiment that a lot of the combat felt weird due to just needing to pick the largest number and not really interact with the equations presented.
I appreciate the feedback. I echoed this sentiment as well since someone did mention a feedback of this nature as well. It's difficult to fix this issue within the jam time I had so I kept it for now. But I might just change how the game rules work post jam since originally I want to keep the exceed part of the element within the confines of the theme. But I suppose this is less a boon more a bane.
Nice artwork, I like how everything blended well together like the characters & backgrounds etc. And music enhanced it too. Not the biggest fan of this kind of million japanese names stuff, but the story worked. In the beginning I played easy mode and found it too easy, like didn't have to use any skills. And it would have been nice if there was some other point than just picking the highest number, because you didn't have to think. Like maybe pick a high number but not too high. Then I switched to normal difficulty and fought the dragon. The dragon fight was kind of too long and somewhere in the middle it became really hard (maybe I didn't know how to use all the skills?). But like I think my reaction time is higher than average and there was no chance of defeating it unless you had the boost values skill on and if you'd used it and took a hit, it might be that its cooldown was on on the next turn and then there was no way (that I understood) of winning the round, without the boost skill. But yeah like I said, maybe I didn't understand how to use all skills.
I appreciate the feedback.
I am aware that the million japanese stuff is a bit of a turnoff but the characters are all more rooted from japanese concepts/ideologies. Hence why it kinda reflects in their wording more. I'll admit localizing it to more general audiences is a bit of a challenge in that aspect.
The feedback of just picking the higher number only is something that has been noted. The reason why I chose to put a higher number as the mechanic was to emphasize the exceed part of the theme. To exceed what's better than the expected value. It's difficult to really fix this during the jam period. On normal/hard difficulty, the variance is a little less obvious and you have lesser options to choose from. On the latter stages, the increase value rates for the enemy gradually do go up faster. Hence why it gets more difficult on latter stages. The dragon gets tankier as well. Forcing you to use Khromko's skills.
As for the dragon fight, I will admit that on normal difficulty the timer is slower than it is faster. Also damage rates are low unless you use Khromko's skill, which deals more damage while his skill is active. I didn't really tutorialize it that well for that fight in particular due to a lack of feedback during that fight. So I appreciate the candor.
Really cool aesthetics, sound design and gameplay.
Really a unique and creative game, I'm not one for math game, but this was good.
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