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(+1)

Now, in terms of presentation, this game really is impressive. The dialogue is witty, the spritework exudes charm and overall game wise it looks like it could pass as a decent prototype entry. I really like the music choices as well, it gives off that JRPG 2000s vibe that it really brings a lot of glee when playing it.

Gameplay wise, its definitely an interesting one. An action style combat where you take turns in offense and defense mode (each having a 15 second timer) and you need to really finetune your balance on that because in offense mode you move a bit faster while in defense mode you move slower. It does take awhile to get used to the mechanics of the game but once you get into the groove of things, it really becomes enjoyable. I think the feedback mentioned with Lopson bears merit. Sometimes it could be beneficial to have more options for counters and offense/defenses. I lost way too many times during defensive/offensive actions because you need to really time yourself well enough and sometimes reaction periods can be a bit jank. 

I still question how two animals gave birth to a human-animal hybrid but I'mma not question it any further.

This game is about as close to a 5 stars in presentation as it gets. It would have been a solid 5 stars if gameplay was intuitive enough for me to enjoy it without losing due to lack of timing options during battle. Having items and using them during battle could help with player survivability and allow for more chances for the player to like push through the game. Otherwise, polishing the gameplay will really make this game soar high.

(1 edit) (+1)

The game is beatable without perfectly timing your guards if you don't spend too much Power during attack turns, but I definitely could've made un-timed guards a lot less expensive.

I really wanted to focus on the tension that comes from managing that meter, making the choice to either spend more for a more reliable defense or risk it all for the reward of perfect guards in the middle of a difficult fight, but balancing that while taking into account players of varying skill levels was a real challenge.

The original plan also included skills that you could use outside of action turns, spending Power for uncontested damage or support effects, and a second party member who specialized more in that sort of thing. I wish I'd had the time to include that!

(+1)

That feels like overscoping for a jam of this caliber, especially with the time given. I understand the sentiment. The regrets of not adding everything you want. Its unfortunate but for a jam entry, this is considered high quality, so take stock in that at least.

(1 edit)

Well, what killed that feature was more like, poor prioritization. The code for using skills is in the game, but not the skills themselves, because I instead spent that time making a bunch of other things... which all got cut last minute to make the version of the game that got released instead. Still in the game's code, just unused and inaccessible. Like the half-finished world map and half-finished towns with NPCs and stuff, now reduced to a fancy title screen decoration, ahaha

If I hadn't started 10 days late and knew the direction I wanted to take the game from the start I totally coulda done it, but hey, that's game jams baybee!! Aside from a few things like that, I'm mostly satisfied with the form it ended up taking anyway