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(2 edits) (+1)

this is great. Understandable, seemingly quite deep, and pretty. music is really catchy, though idkkkk it kinda sounds like AI (jk, the music was obviously made by a human). For as critical as im gonna be here, know that i had a genuinely good time playing, which is more than i can say for most jam games.

but god, quinten youre gonna hate this, but i wish you'd use an engine. I know, the workflow is unfamilliar to you, but everything in this game that's visibly jank is very, very easy to fix in unity. The shop is a prime example - its really not obvious at first look how it works, and your lack of effects or anything really except like, a buggy looking "move image" cursor (that's native to my computer, not to the game) really doubles down on that. Thats a typical issue of mine with your games - i fondly remember lighthouse, storm shepard, but i also remember it being jank as all hell in very similar ways.

The way the main bar is empty except for an always-visible but only contextually useful "roll" button is also strange, to say the least. The roll action is one step in combat of many, but the button is always there to be pressed. It's just a little strange, and something fixable in like,,, one line of code in unity. 

i was really excited to play this game, and it did live up to my expectations! But your games always seem rough in very strange ways and idk, i think you can do better.

(+1)

thanks for the feedback we had a roll animation for dice however time didn't seem to make the cut for a ton of features we had ready.

I doubt I'm going to drastically change my workflow unless an engine comes around that handles some of my requirements.

I've attempted to use Godot on about 4 different attempts without getting anywhere,.. I did a jam game with it as a challenge against Enweave- but stuff that took me weeks to do had me going "this is so simple in engineless / html", overal it was not a very pleasant experience.


Unity spit in my face about 8 years ago when they scrapped their Javascript fork without notice. Practically voided all of my willingness to learn that engine after. When the entire runtime fee happened I was happy to have "dodged a bullet".


For Jamlytics Jam , I made the game using Babylon.js a proper typescript game framework, that went pretty well but I feel like as a dev it didn't get me to learn much- which is my goal with doing jams. Learning stuff challenging myself as mostly a web dev. and improving my own game framework.


Being in a web native environment for me has a lot of advantages , but yea, there will be some jank as html is not fully made for games. and with many browsers and devices there's a lot to catch which I can't reasonably all figure out during a jam period,. even big engines mess stuff up between browsers. I'm pretty sure that if I worked on a bigger project it wouldn't be such an issue as I'd have more time to iron out everything.


The main bar holds both the combat log and the roll button, in the initial scope we had buffs which could have also placed there. but those got benched. The roll button is always in view yes, removing it could cause CLS and confusion which we want to avoid UX wise. Ideally I should have asked Pontax for grayed out versions of the button so it would function similarly to the end turn button in hearthstone or similar.


I'm happy the game still lived up to expectations! And thanks for the critical feedback on both the game and engineless workflow.

In the end I hope to improve my framework with each jam I do.


And well maybe I can do better next time 😆...

Thanks for playing!