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Blend Battalion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambition | #1 | 4.708 | 4.708 |
| Stealth | #1 | 4.417 | 4.417 |
| Play | #2 | 4.542 | 4.542 |
| Sound | #3 | 4.000 | 4.000 |
| Harmony | #5 | 4.000 | 4.000 |
| Overall | #5 | 3.767 | 3.767 |
| Aesthetic | #6 | 4.375 | 4.375 |
| Novelty | #14 | 3.625 | 3.625 |
| Narrative | #23 | 3.375 | 3.375 |
| Kink | #38 | 2.750 | 2.750 |
| Horny | #56 | 1.875 | 1.875 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you didn't do during the jam
One font (The larger one, "Early Mann") was created for an earlier project and reused here.
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Comments
Oh my god the NES vibes are so spot-on (especially the music, which is just banger after banger). This is one of the very last games I got to in this jam, and what a great note to end on. I love how the combat is complex without being complicated, and how it has makes use of deckbuilder mechanics and probabilities without overburdening itself with overly complicated menus.
I always come away from every jam with a handful of games I continue to play long after the jam is over, and this is definitely one of them.
The game was very much made with a love for the general vibes of the NES, so I'm glad the vibes came across well!
Thanks for playing!
holy crap this is A Lot. this is like... a video game. a whole video game. the audio is even suspiciously on the nose, but i guess it's called famitracker for a reason
i played through the entire thing, straight to what i assume is the secret ending. i definitely love when short games like this don't shy away from just escalating rapidly so you can feel totally crazy by the end of it, even though the end of it is only three hours away. also i love my tiny happy human men and how excited they are to... to do this. yes
i guess my only real criticism is that it's not very deckbuild-y when actually altering my deck is so difficult — unless i'm missing something, i can only remove or upgrade a single guy per town, and only if i decide not to heal? so by the end i had over 30 guys and had only upgraded like four of them. though i guess upgrading "hit for 6" to "hit for 9" feels a little underwhelming when i have three guys who do 50, haha
(also i didn't realize for the entire first world that i had to click on items and meat after battles to actually get them whoops)
Thank you for playing! Yeah, I was very ambitious with this jam and really pushed myself to make something that felt like a full game! And deck modification wise, I had planned for more events to give you modification options and exchanges and et cetera, but that's one of the things left on the cutting room floor when I wasnt able to make a big bulk of events! when I eventually make a "complete" version there will be more opportunities for it.
And yes all our happy human men who are excited to. Do this. absolutely.
This was so clean. It feels really mechanically solid, no bugs. The theming isn't 100% for me, but if it was, it'd totally suck me in. Still, I do love the soft approach to the kink here and I love the mechanics being flavored with bears feeling their feelings, it's so cute. The battle loop had a nice groove, I really enjoyed it and it transitioned into the victory jingle perfectly. This is probably in my top 5!
There was only one point of friction for me. Of course Roguelike deckbuilders just have a ton of text to explain everything going on, that's a given. I only had a tough time was parsing multiple effects listed in the same text box, like hovering over the ongoing status effects when there's like 4 at once. Actually just separating the positives and negatives might help a lot. I'd more easily be able to tell when I should be cautions of a debuff, and it would split the wall of text in half.
Thank you for playing! I'm glad you appreciated the theming even though it wasnt your cup of tea. That kind of compliment is really great to me because it means even folks who arent into it can see how it would appeal!
That's a great idea for the tooltips, seperating positive and negative is a possibility I'll keep in mind!
You managed to do this in a month? Holy.
I hyper focused on it (yay roguelite) and loved loved loved the game, made it to mental health in one run with way too many humans for my own good.
I wouldn't say it's nsfw or horny (I tried one absorption to check, but it is really is your big guy and your little guys and light undertones of kink), and sometimes when you have too many hats on you cannot see the enemy's incoming action.
Overall, extremely fun, smart and addictive gameplay, with fantastic artistic direction. Definitely something worth adding a few more extras (elites, events, undertones if you so like) before releasing a premium.
It was a very hyperfocused and excited month of making it!
I'm glad you enjoyed it. thanks for playing!
Whoaaa, this is one of the most complex, complete games I've seen in this Game Jam. The core idea is tight, the gameplay is silky smooth, the card mechanics are spot-on. By far one of my favorite games of the Jam. My only complaint is that the UI can be a bit cluttered sometimes (the size of those text fonts is a bit too much), but that's really all.
Oh, and I hate the Isolator with a passion. That battle was a long, tedious drag.
Other than that, a most wonderful little game you've came up with! Congrats!
Thank you for your kind words! I worked hard and I'm glad my efforts bore fruit.
Thank you for playing!
I kind of? Adore this??? It's so cute and the way everything comes together is so great, I feel like I could sink a lot of time into this. I spent a lot of my playthrough trying to figure out how I would try to describe what a good time I'm having and the word that kept coming up was just 'charming' which doesn't feel nearly as strong a word as I need for something like this. I love that your deck is just?? your little guys??? Like i know there's 100% kink undertones here but I'm so enamored with just going around with your like 15-30 little hype guys that give you powers. I'd keep maxing out my 'hand' and every time they'd all just jump up and cheer which I'm figuring was just the item skill triggering while my hand was full but I kind of don't care? I love that they all keep jumping and i love the denizens of an abandoned world banding together to try and fix it through love and freeing more guys to join the club. Absolutely jubilant game, 11/10, thank u for making this.
Reading this made me very happy, thank you so much for the kindness and praise.
"The denizens of an abandoned world banding together to try and fix it through love" is pretty much spot-on to the vibe I wanted to express through design and gameplay so I'm thrilled to know it came across.
Thank you so much for playing!
I knew this was going to be something special when I saw the week 1 screenshots, but I never expected such a huge and elaborate game! The balance felt challenging but fair, I got lucky enough to finish it in my first playthrough with no starting bonuses, so I'm not sure if losing resets all progress as most roguelike games do. I'm also not sure what happens if you reach the last area without a map and navigator (I had them from the first zone), is there a different ending?
The art is great, and I like the retro-style filter. There's lots of neat animated details like the hats being present even in the silhouette crowd. Sound and music fit, and the controls are intuitive. Amazing presentation!
The gameplay is both original and easy to grasp, and it's perfectly tailored to the theme of the jam! I like the enemy mechanic designs, it feels like each one tries to do something different, and the game incentivizes players to build versatile decks. I think that a few more opportunities to absorb someone would help keep the party more manageable, but that's probably the only big balance-related suggestion I can make, everything already feels very tuned.
The length is right, the game ends right at the point where the player starts feeling too strong and the party gets too huge. I'm very impressed and had a lot of fun making my way through the world you've created! Awesome work!
The ending for beating act 3 without the navigator and map is different but its essentially just "things got better for a bit but then got bad again...did we miss something?" I'm glad so many people intuitively want to grab the map and navigator out of curiosity.
I had so much fun with the crowd, the palette swapping made it fun and easy to just turn units into silhouettes!
Thank you for all the compliments and thanks for playing!
I had to made myself stop playing it. Standing ovation.
I love roguelites, and you managed to take the fairly modern genre and adapt it to old scool.
I understand where the kinks are, but they are integrated in the lore and have no explicit mention so they become a part of the game natually.
thank you! and yes, I couldnt help but just make it be a natural part of the game world and setting. I am glad you had a great time. Thanks for playing!
Incredibly charmed by the aesthetic. The intro definitely made my retro heart flutter. Got lost in the UI a few times though, Clicked transform a guy at the very first section, thought I was softlocked for the longest time. The back to event button is pretty small and tucked away, and I spent 3 battles not getting any rewards because I didn't realize I had to click on them. The tooltips are great, quickly understood how the battles work, definitely taking some notes for future improvements for my game.
Glad you enjoyed the aesthetics! They're a visual style deal to my heart so I'm naturally drawn towards that kind of look.
I'm glad the tooltips are useful and the battle system feels intuitive!
And thank you for info on bits that werent expressed well, too. In a patch after judging I'll most likely add some instruction/attention grabbing. IE "Unit Was Transformed! Hit back button when ready", with the back button flashing or pulsing in certain scenarios to make it more attention grabbing, and "Click rewards to collect them!" appearing above the provided rewards when you're given loot.
Thanks for playing!
Only played through the first zones. Seems like theres a lot of potential builds that could be made and some replability for rougelike deckbuilder fans. The ui is a bit confusing and i ended up missing a bunch of gold and rations early because i just didn't click on them after the fight ended because i assumed they would go directly into the inventory.
Thanks for the advice with confusing and non-directive UI. I'll be sure to make them a bit more instructive if I make a later patch. Thanks for playing!
Awesome game, that final zone? Holy crap I love it so much, I'm not sure if it's a bug or I didn't understand how permanently absorbing a guy works, but I tried to do it on a guy that had vigilant and it didn't permanently give me the buff? Other than that I've had alot of fun with this game. Great job!
I could have been a bit more clear about the mechanics of absorbption - to be more specific, it is pretty much removal of that buddy from your deck, and a +1 to your base merged count for the purpose of determining visual size of your player character.
And yes I had a lot of fun with the buildup to the final zone and final boss. I love that kind of visual aesthetic so I had to make sure it had plenty of buildup to make it the "exception" so to speak.
Thank you for playing!
hhhhhhhh big orc :> and the little men with their hats? adorable.
The little hats was the "third eye opening" moment of developing the game for me. I was faced with "how do I make it clear, at a glance, which buddies are upgraded?" and like a savior from on high, the visual of a cute little hat on the fellows arrived to me. I'm glad folks like it. Thanks for playing!
Really cool game, with a lot going on! The tooltips that explain effects are really helpful.
Thank you! Tooltips felt essential for informational availability, but even then I feel I could have been clearer in many ways throughout the project with all the mechanics present.
Thanks for playing!
Holy peak, very gud roguelike, nice art, sound design and the gameplay is top notch.
I'm glad you appreciate the art and sound! I tried to really gel with many of the visual limitations of the NES I was imitating (and make it very clear and strange when suddenly I wasn't!). And sound wise while its stuff I whipped up last minute, I am happy with its quality.
Thanks for playing!
THIS WAS REALLY FUN AND GOOD GAME. LOVED THE GAMES YOUVE DONE BEFORE AND THIUS WAS NICE.
Definitely one of the most fleshed out games on this jam. And here I thought my game was too ambitious for my own good, I can't imagine the amount of work that went into this.
Not much in terms of 'horny', but the gameplay is really fun and uses the theme of fusion really well. Do you plan on continuing working on this one? I think it would get a pretty decent following in the bara/gay community.
I have some soft intentions for a sort of "content complete" patch if my heart sings to that tune once judging is finished, which would mostly be small balance adjustments, the addition of elites to act 3, a vast expansion of items and buddy variations, and the heavy expansion of map events for worlds 2 and 3...
Thank you for the kind words! I put a lot of effort into this, and I'm glad it shows!
Thanks for playing!