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(1 edit) (+2)

I knew that, if I was only going to play one entry in this jam, it would have to be this one. I played it through to the very end, and it did not disappoint. It perfectly sums up my feelings about the current state of RPGMaker, which is why I didn’t even bother entering the jam this time around. I’ll probably be the only person posting here who agrees with the game’s message, but I’m okay with that. I’m glad not everyone is irrationally insane about this subject.

Anyway, about the game itself:

  1. There was an annoying, but harmless bug where “changed” rooms showed their previous state when a fight triggers, and only updated after the battle concluded.

  2. The battle system was both interesting and annoying at the same time. Encounters felt too frequent, and the weak points were never obvious. Not ONCE did I get to hit something in the nuts and have it count as a perfect hit.

  3. I liked how each world had its own unique puzzle vibe going while still using a simple and easy to understand mechanic.

  4. I literal lol’d at the credit roll.

11/10

Correction: You also referenced the Kobayashi Maru. Rating updated!

(+1)

Thanks for playing and for the kind review! I suspect that the stigma around AI will eventually wear off and it won't be a big deal for too much longer. We'll find out in a couple/few years, I suppose.

I randomized the battle grid for every enemy at the beginning of the game so it's different every time but also stays consistent throughout each playthrough. This decision appears to be the biggest point of contention. I have a feeling that many expected the defense grids to be static and maybe follow a "getting hotter" / "getting colder" type algorithm to lead you to the perfect square, which honestly wouldn't have been a bad idea. Maybe I'll do something like that if I make another game based on this mechanic.