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Y'all made something really cute here! The music is boppin', and the art is really nice. The variety in actions that the party could take felt just right for a proof of concept. Managed to beat the boss twice on the first run.

The Best Thing: Despite only being able to say "no", the flow of each combat felt really zippy! It felt like it took about as long as Paper Mario and other RPGs to resolve a combat.

Room For Improvement: We never had to say "no" enough to make our party unhappy. It was a cute risk, but generally the party was right-on frequently enough to not be relevant.

Some Design Space: Special override abilities, that increase the whole party's frustration, could be pretty cool!

You see, I had the opposite problem. The heroes would allways heal people who had max HP or attack while the enemy was metal, and end up dying. I couldnt do anything other than say no to the point where I would die pretty frequently because of it.

So it seems a bit luck based, judging by this post.

Darn! Hope you still had a good time. The art, general flow of things, and the mitigating factor of it not really being your fault will hopefully make up for it.