Interesting idea! I think that instead of a discreet XP value that you have to reach each turn, it might be better to have a total XP that slowly builds - that way each level becomes a balancing act of how much you're willing to risk killing the hero to get them just a lil bit more buff for the showdown. As it stands, I could just chuck a couple axes down at the start of the level and be done - I didn't really see why I needed to use the other units.
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Hero Trainer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2471 | 3.250 | 3.250 |
Overall | #2922 | 2.944 | 2.944 |
Presentation | #2976 | 2.917 | 2.917 |
Enjoyment | #3067 | 2.667 | 2.667 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Typically you're the dungeon crawling hero, but here you act as the dungeon and try to ensure the hero is properly leveled by the end of the game. The gameplay is like a tower defense but you _want_ the hero to reach the end with enough experience to continue their adventure (sequel setup ;) )!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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