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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!

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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.

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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