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MZ Infinity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fan Favorite | #79 | 2.357 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Please see Teal's play-through video, as well as her review of the game in the video description:
I guess I'm addicted to this game now
Please don't take anything I say here personally, because I think there's potential here, but the game needs a lot more work put into it.
It does offer some fun for a while, and there are some cool heroes to collect, but with the current gameplay, it could get stale very quickly. To not beat about the bush - the maps are awful. Not that much effort was put into them, and it shows. No obstacles, or animals, or trees. Not even any flowers, it's just grass and mountains. Though I suppose it fits with the simplistic gacha gameplay I've seen in other games. In my opinion, if you have an "auto" button in your game, chances are the combat is not very fun. I don't think that's true in this case, because the combat is not bad, but it definitely needs some improvement. I really appreciated the fact that a chicken is this overpowered creature. It made me die of laughter. But as much as I love 'collecting waifus', this game needs more... game... in it. The foundation is all there, it just needs a lot of polish. God knows it's the same with my submission.
Thanks for your comment, the goal (hopefully) is to make it a proper mobile gacha out of this, so any opinion from this would be helpful.
Regarding the battle system, there are a lot more features that I would like to add (and probably would in a proper version) but I don't necessarily want to make the battle system very intense because complex stats and gameplay may be too much for some players, I am still trying to target mobile players which I believe have casual players as well.
Regarding mapping, yes it was lazy. I was planning to add some details but after like my 20th map I kinda gave up on that (did 15 maps x 7 themes, originally planned to do more). In a final version I would like randomly generated dungeons but I hadn't looked at the code for maps yet and wasn't sure I would make the deadline, so I decided to do them by hand. More effort could have gone into this, definitely.
Regarding being stale, I did get that feeling when I was doing a bit of play testing. I'm hoping it's mainly attributed to the long single paths of the boring maps. Maybe if they're a bit shorter and more spiced up it might feel more enjoyable. Endless was a feature that tried to break from it being stale (have other event modes planned but couldn't add them to this) but perhaps need something else outside of standard gameplay, will think about this a bit more.
For the overpowered chicken, in this version enemies scale in line with actors so you should be roughly the same level. However I only tested the first 10 levels and just assuming it scales correctly. I'm hoping you were underleveled, otherwise it shouldn't be that strong.
I hope to try the game out again when it's in line with your vision. I know that the time limits forced people (myself included) to do some shortcuts. Though it might difficult to make a fun randomly generated dungeon in RPG Maker. I think your best bet is to make a couple of well-crafted maps by hand and then randomize some elements (monsters, drops, characters) instead. Either way, fingers crossed.
With the overpowered chicken - I didn't really mean that it was too strong for me, but it was much stronger than anything I fought in the game until that point. It was definitely much, much more tanky.