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A jam submission

Brawlcrawl: A Tale of Booze 'n BrimstoneView game page

Out of booze and out of patience, Vira is out to rip and tear
Submitted by Xenoxx17 — 11 days, 3 hours before the deadline
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Brawlcrawl: A Tale of Booze 'n Brimstone's itch.io page

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Comments

Q1. Did you feel engaged? Should there be another objective to make the game more interesting?

I felt engaged! Also there should be like a little narrative or voice acting to say that Vira is out of booze and is impatient. Basically use the idea of McGuffin. In this case chasing the booze and why those goblins have booze in the first place.

Q2. How do you feel about the music/sound effects? Any suggestions?

The sound effect of the punches could have been better by adjusting the pitch in audacity downwards. 

Q3. Does combat feel good? How can it feel better? Does the combo gauge feel engaging?

The combat feels casual but can be hardcore due to the horde of enemies. It could have been better by adding checkpoints after defeating the enemy wave. Unless it's rogue-like that you guys are aiming for it would have been better to lessen the enemies at the first wave or at least add one health for eahc wave done. 

Q4. How much more content needs to be added for the game to feel complete in your opinion?

Couldn't finish it since it was very hard to defeat waves as a casual gamer. 

Q5. How did you feel about the games difficulty?

Easy for the tutorial but then I was thrown into a horde of enemies all of a sudden. 

Q6. How do you like the visuals and feel of the two zones? Any suggestions or advice for improvement?

The visuals look amazing. The character as red makes Vira impatient. 

Q7. How does the game perform on your machine? Any issues with the visual effects?

It performed well since I was running a GTX 1660Ti Max QDesign with an i5 10th gen. 

Q8. For any other suggestions, please go crazy and let us know what could make the game the best it can be!

The game should have a narrative and some voice acting as well as subtitles if it can be added. As well as another ability for long range or mid range attacks.

1. I actually felt really engaged! a secondary objective might be a nice optional thing to have, but it's not required in my opinion.

2. All the music and sound effects were perfectly fine, but in future levels a different music track might be fun to have, just so you're not listening to the same thing over and over.

3. Combat feels great, but I honestly forgot I had a counter move. I also didn't know what the meat was below our special bar.

4. I feel like having some actual combos might be a fun way to keep engagement, maybe as unlocks for doing certain things in missions. 

5. The difficulty was pretty good in my opinion, maybe a little higher than it should be for a first level type thing.

6. The visuals were very well done, and I love that you could destroy your surroundings, made it very fun to just destroy everything in sight, not just the enemies. I feel like some particle effects are necessary for your special move, not just a sound and your enemies getting really hurt. I also loves the art style of your character and the enemies, really reinforced the Dnd inspiration.

7. It performed wonderfully on my machine, which I expected as my Mac can run some pretty intensive games.

8. I've kinda already put all my suggestions in previous answers, great job!

(1 edit)

Q.1 - I felt pretty engaged the whole time, feedback was great on the hits and everything felt pretty clean. I do think having another objective would be pretty cool though. Maybe something like some collectibles hidden under some of those assets that will appear and dissapear if you get close enough, or maybe under some rubbel that can be be broken.

Q.2 - I thought the Music was a good fit, and the sound effects were good at first, but got a little repetetive after the first boss room area. Adding like one or two would be great.

Q.3 - Combat felt pretty good. I personally would like it more if the goblins had less health, but spawned more of them, so it is constant and fast action. An example would be like in Super Smash Bros, when you would do those smaller fun games where there are like 100x Captain Falcons with 2 stamina or something, and you would try and survive the onslaught of little dudes. Of course there wouldn't need to be that many, or them being super weak, but something like that sounds fun. 

Q.4 - In terms of what needs to be added, I can really only say maybe some more assets/obstacles to smash and break. It takes a lot to add a whole new character type and behavior, so if you are up to it or have enough time, that would be cool too.

Q.5 - For the difficulty, I don't think it was all that hard, because the goblins constantly got stun locked, and I only took a heart of damage cause I was goofing around. For me, I think adding a feature to the goblin behavior, where they will only get knocked back after 2 or 3 hits, and decreasing the amount of time it takes for the goblins to attack would make it a lot more engaging since you can't super combo them into dust.

Q.6 - I love the 3D and 2D clash, and think it was a good choice to go with. Like I had mentioned in the 4th point, maybe a larger variety of assets to traverse through would be cool to see. Also, I like the design choice you had gone for.

Q.7 - My computer is pretty beefy, and I had no problems with graphics or running it. Hard to give feedback for that one 😂

Q.8 - Not much to say that I already haven't, but good work!

Q1. Did you feel engaged? Should there be another objective to make the game more interesting?

I had a lot of fun just running to the objective was enjoyable for me honestly I liked the combat 

Q2. How do you feel about the music/sound effects? Any suggestions?

None from me I think the sounds fit.

Q3. Does combat feel good? How can it feel better? Does the combo gauge feel engaging?

Combat was fun I liked it a lot honestly. I had some toruble at first because I didnt not realize E was counter lol but when I started using it, it became more fluid

Q5. How did you feel about the games difficulty?

It gave me quite a challenge honestly never made it past the second area unfortunately but thats mostly because I'm bad at games I didn't find it unfair or anything just something I'd have to put a little more time than I had into it. Maybe add some health items for those of us who lose lots of lives very fast

Q6. How do you like the visuals and feel of the two zones? Any suggestions or advice for improvement?

I loved the visuals I think they transitioned well just going outside into the woods. I'd like to see more of each the dungeon and the outdoors but for what this is I think it was great!


Q7. How does the game perform on your machine? Any issues with the visual effects?

It did fine for me

Q8. For any other suggestions, please go crazy and let us know what could make the game the best it can be!

Maybe the higher the combo goes the faster you can throw punches and kicks. I felt they were a little slow sometimes but it'd be cool if you had to do better to get better.

Submitted

Q1. Did you feel engaged? Should there be another objective to make the game more interesting?

I did feel engaged the entire time I had a very pleasant experience all thing considered. I feel that enemy attacks could be varied up more. The same attack over and over again gets a bit repetitive.  

Q2. How do you feel about the music/sound effects? Any suggestions?

I think the music and sound are right where they need to be, I'm confident that final game will sound great!

Q3. Does combat feel good? How can it feel better? Does the combo gauge feel engaging?

Combat does seem to get repetitive since there is only two attacks and no combos either, like pressing light attack three times so the fourth time is a stronger move. vice versa for your low kick. 

Q4. How much more content needs to be added for the game to feel complete in your opinion?

I feel that another combat mechanic I definitely needed since there are only two attack types.

Q5. How did you feel about the games difficulty?

The game wasn't particularly difficult at all, as long as you hit enemies you can stun lock them permanently.

Q6. How do you like the visuals and feel of the two zones? Any suggestions or advice for improvement?

I really like the visuals in this game, I feel that the 2.5D reminds me of a classic Simpsons beat'em up game and I really enjoy that. 

Q7. How does the game perform on your machine? Any issues with the visual effects?

I did have one weird camera zoom right after completing the first spawning area where you are introduced to the purple guys, after you complete the fight the camera zooms in very harshly and is very noticeable. 

Q8. For any other suggestions, please go crazy and let us know what could make the game the best it can be!

I would really love an actual combat based combo moves, like light, light, light does more damage or light, light , kick might nock an enemy down and stun them for a longer period of time. 

Q1: Pretty engaging, I don't think it needs a mechanical any other mechanical objective, maybe some petty narrative goal like chasing after a stolen drink so it feels like you're progressing towards something.

Q2: Audio was fine, music is generic action but that isn't a bad thing.

Q3: Combat feels alright, animation and enemy ai feel really solid.  Hit boxes are a bit frustrating 2.5 D is a weird balance because I found it difficult I might suggest emphasizing shadows a bit more so you can tell if you and the goblin are on the same plane when you're punching or simply making the hit box more generous.

Q4: I think the one addition the game really needs is some aspect of variety.  Perhaps little combos depending on mouse clicks to add a bit of visual flare and break up the monotonous pacing.  It's mechanically sound but it feels very one note as to what you are doing throughout the game.  Adding some variety to the combat would be nice.

Q5: It feels gently skewed towards too difficult.  This only came up during the room fight against waves.  If I was struggling to finish the wave and more enemies showed up before I finished the ones already there, it felt like there was no way to recover.  A recovery mechanic such as healing from meter or heart drops from enemies may help.

Q6: Animation is adorable and lively, the backdrops look fine, a bit of extra character might be good, goblin TNT in the basement or some indication of what the building upstairs is supposed to be would be nice.  Something that makes the spaces feel lived in I guess. Q7: No issues with performance but I have a higher end computer so that may not be the average experience.