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A jam submission

SQUIREView game page

A turn-based RPG where you are the support character making sure the hero doesn't die.
Submitted by Megalandrys — 11 hours, 24 minutes before the deadline
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SQUIRE's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#15713.5364.083
Overall#28722.9593.417
Creativity#33072.9593.417
Enjoyment#38682.3822.750

Ranked from 12 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?
It's a turn based RPG style game, only you are NOT the hero, you do NOT do the attacking. Your job is entirely to protect the real hero, who actually does the damage.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted

Pretty fun.

The QTEs are a bit tight.  Though maybe that's just because my muscle memory is calibrated for those inputs. Might have found it easier if it was just up down left right and space.

I know the point is we're playing a supporting character, but it might have been nice to characterize the mage a bit more.  Maybe just an inner monologue so it's still playing out as if the hero is the MC, but we get a bit more insight into what she's thinking.  And audibly she just says general "Heal" and "Receive my Blessing" etc.

Maybe she's inspired by the hero, or gradually coming to terms with her role as a support class, or maybe she's just thinking about how hot the MC is. 😘

Submitted

I like the idea, but it could really do with some polish. The lack of any real tutorial meant that the QTE's caught me really off-guard. I'm also not a fan of how tight the QTE window appears to be, as it's a lot of buttons at random, and it takes time to read the key, remember where on the keyboard that means, and press it, and the timing window for all that seems short. The first input also starts right when you press the button for the action, giving you no time to prepare for the QTE's. There also seems to be a distinct lack of feedback. It's not clear which inputs I'm missing, and what the effect of hitting or missing them are. The game also just seemed to quietly ignore the actions. I got a full miss at one point (a heal spell that drained health), but most just gave me zero feedback, making it hard to tell what if anything I was doing. The game could do with more direct feedback on that as well. Even with all of that, I still managed to complete the game first-try, so perhaps it's balanced a little too easy? The first fight seems like it doesn't depend on how well you do, while the later fights requires at least some success, but overall I feel like I played poorly enough that I should have lost at least one fight, so maybe the game is too easy. Lastly, there was no way out of the credits screen I could find, and I had to Alt-F4 out of the game. Some buttons there to be able to quit (and possibly restart) would be nice.

Submitted

This game looks really nice and is a cool concept! I think that the repetetiveness of the QTEs did start to get old pretty quickly, and it would be nice to have more feedback on how I was doing (immediate positive or negative sound for each key, and then a rating of how I did at the end). I also think it would be good to reduce the time in between keys, as it was a bit boring just waiting for the next one to appear. Still quite fun and I played all the way through!

Submitted


Got this game on behalf of the Review Swap from the Post Jam Productions Server!!


First, sorry, I had part of the gameplay off screen, but I don't think most of the viewers missed much... That right there is a problem.  I had no idea what was going on, and while I got the concept, I didn't feel like I was doing much to help.  I would fail and not get why, I wouldn't press the proper keys for the sequence, healing adds 0+ to the hero, even after the hero dies the game still continues and the enemy still takes damage.  Ok, I feel like there were a lot of rushed elements in this game, and it could use some polish.  I think having some feedback for when you press the keys would be nice.  Like if you get it right, then it glows green, wrong then it glows red.  I also think that you should just keep it with 4 keys to help with constancy, I suggest either W,A,S,D or Up,Down,Left,Right.  It would also be nice to see the effects on the hero to see if we succeeded or not.  Another idea is that if you do fail the sequence, then have the effects apply to the enemy where it makes the game harder.  Also the game should end if the hero dies.  Just a few ideas...

Submitted

I don't know why, but even though I use these keys all the time for gaming I still kept mixing them up during the game.

Some hit indication would also help a lot. I couldn't get a good grip on the timing window, causing me to not do anything while I thought I did the input correctly.

The concept and presentation overall are great and work well together. Good job!

Developer(+1)

Thanks for the feedback! Yeah, last second I added audio feedback, but scrapped it because I thought it would get annoyingly repetitive. I should've added visual feedback perhaps but by the time I was available Sunday it was a little late. 

Submitted

I have taken a lot of punches from that ghost! I am not very good a clicking the right button

Submitted

Fun!

but the keyboard mashing got kindve repetitive

the art is just awesome