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A jam submission

SoldierSlainView game page

A Rogue-Lite Monster Hunting Simulator!
Submitted by AlloveraVT — 1 day, 19 hours before the deadline
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SoldierSlain's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#254.0004.000
Gameplay#313.7143.714
Overall#403.7863.786
Theme#473.5713.571
Presentation#693.8573.857

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(+1)

This is the last game of the jam I played. And boy if that was a good way to end it!
The artstyle of characters, and their design is top notch, it's incredible. The only thing short of the presentation is that the battle screen and the map decoration was not really up to it. Also pretty good job on showing the character personality.

Gameplay-wise, I loved it. Choosing your "pokémon", teaching skills, and capturing and testing the new entries. Unfortunately the entire system had a big flaw in my opinion: having to constantly cycle a team slot by getting rid of one of your creatures felt very unintuitive and disrupting. It means that you'll always have a low level party member in your team, with no equipment (since you lose it if it goes away) and no skill points invested. And getting punished for not recruiting feels like a way to patch the most reasonable way a player tries to go around this limitation (by keeping the same party).
I lost right at the last battle, but I really loved the game. if it didn't have this issue and more polishing on maps and battle interface, I think will definitely be in the top!

I streamed the game, here's the VOD: https://www.twitch.tv/videos/2485888608

Submitted(+1)

The opening subversion of recruiting the beast rather than slaying it was a great twist and set up the future gameplay systems well! All of the character designs are expressively cartoony and their personalities lent them a fun amount of liveliness. The characters having preexisting relationships which are casually incorporated into their dialogue helped bring the city to life!

I also found the gameplay to be very solid, though with the caveat that I think it may have benefited from a Shin Megami Tensei party building approach rather than a roguelite approach. Slaying monsters repeatedly to build up the levels of the team I'd managed to keep alive felt like the most natural gameflow, with the instances of swapping them out creating this worrying sunk cost fallacy for having invested into that beast which was lost. That might just be me needing to unlearn certain predispositions, however. This system could work well as a mandatory nuzlocke, though in that instance I feel the overall party size would need to be expanded to about 6 or 8.

Ultimately, this has some of the most solid rpg combat gameplay of the jam games I've played so far! It's great to see that you were able to have the story and gameplay play off of each other!

Developer(+1)

Thanks for the great feedback, I'm glad you really enjoyed the game!!

I do plan on fleshing things out more after the jam period ends so I may mess around with how certain mechanics work, but as it is now yes that is essentially how the game's meant to be. My hope was for players to incentivize trying out each beast at least once throughout their playthrough, but I see how that can make it really difficult since it's not something that's the norm with there being only 3 useable slots. Common critiques from what I've gotten seem to be things subject to change which I can continue to test out leading to a later release, so I hope you're looking forward to more! ^^

Submitted(+1)

I really enjoyed this! The art for all the characters and beasts was great and I found the combat quite enjoyable, if a little difficult. I apriciate theintention of having your party regularly cycle through monsters - I was having the most fun while trading blows in a large fight and filling in the gaps in my line as monsters fell and were replaced. However, it took me a while to kind of click that this was the point, and I was always getting attached to creatures, which made loosing them feel extra frustraiting. same with the loosing of spent beast mana and equipment. Some setting up of expectations in that regard would probobly address any hard feelings because the game loop you are going for is a good one. One final thing; more than once I spawned back at town after being defeated with zero monsters on my team and it felt like a real struggle to build back up - I found myself trying to cheese things by grinding on easy to build a party, allowing myself to get knocked out while setting all my monsters to guard, so that I could spawn back at town with a full party, gear them up and go back in on a higher difficulty.

All in all, a very lovel time! The art was the star, for me!

Developer

I was really curious how people would take on the combat system and if there would be certain strategies made by some, so this is really great input/feedback!

The way you went about it was essentially what the main gameplay loop was intended to be with it being a grindy roguelike style game, but I agree that sometimes getting a full crew wipe can make it hard to recuperate so I might have some fail safes for anyone who wants to get the ball rolling again after reaching a hard spot.

I'm so glad you enjoyed your time with SoldierSlain and hope you're looking forward to more!!! :D

Submitted(+1)

This was really fun! I liked testing out different comps and playing around with the battle system. I also thought you had a fun and unique setting for the game, with interesting presentation. Good work!

Developer

Glad you enjoyed it, thank you!!

Submitted(+1)

Fun setting and story. I liked the monster graphics, but couldn't fully figure out the combat. Like at first I had no skills before I used the credit to aquire some. But if I wanted new monsters I had to give up the ones I had leveled/learned skills with? Also, the first skill I bought was quake and when I used that on the next level enemies, it barely did any damage? So I just used standard attack. Also on the 2nd(?) level river I was getting beat up by the enemies after some fights even on easy.

Developer

Thanks for the feedback!

The gameplay right now is designed to have the player constantly swapping/testing out some of your battle units as you progress through a run which was intended to keep players up to trying out new strategies, but I can see how with certain stat loadouts and skill trees there are it can get pretty confusing and lead to getting wiped easily especially for the very start.

Submitted (1 edit) (+1)

Such an incredibly unique setting for an RPG Maker Game! I don't think I've ever seen anything like it, this story feels totally FRESH! The stylized art direction and quirky dialogue makes me feel like I'm playing a motion comic, it's so cool!

Honestly, with RPG Maker Games, the combat is usually what suffers the most, but you made it the focus of your game and it really shines. The beast taming was incredibly fun due to their unique designs and abilities. I didn't realize Aztec Pokemon was something I needed in my life.

And just a small crit, but I think if the levels had a bit more to do besides battle it would really tie the whole thing together. Really great stuff!

Developer (1 edit) (+1)

thank you so much!!!  ^^

I'm glad you had fun with the story & characters, they're my two favorite parts to work on in games like this! Yeah I totally agree that combat is the hardest thing to get right in any RPG really, so knowing it plays well with it being the main focus is really reassuring.~ Now that you mention it I might add some more features to the units as they level up outside of battle too because I feel like it could really make each feel more unique, maybe map traversal or mounts or something.. I've got a few ideas in my head now LOL.