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This was a neat concept and fun to play, but felt very simple. I may have just gotten lucky, but I rarely ever felt as if I was in danger because I could always counterpick the right boss and moves according to the intel at the beginning. The biggest threat I encountered was the action economy of large parties. I also once accidentally clicked "shop" instead of "go forth!" and as a result accidentally went into battle with the wrong moves since it seems like move selection doesn't get saved between screens? 

Overall though, I liked the kind of rock-paper-scissors style gameplay. Reminds me a bit of trying to figure out how to defeat batches of enemies in Persona games! If you plan on working on this game more after the jam, I think one thing that might give it some more complexity is to make parties potentially have more than one strength/weakness occasionally. 

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Thanks for the feedback! And don't worry, a lot of people shared the same sentiments about balancing and the lack of loadout saving.

The Persona series is a really interesting comparison, but I totally see it now. Good catch!

Not sure if we'll be working on this post-jam. Only time will tell.

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It would be nice to expand out the game a bit in a post-jam update, or at least fix some of the issues you described. Thanks for the advice, and I'm glad you enjoyed the game regardless.