I think this, more than any game, fell victim to scope creep. I know for a fact that you had a massive number of interesting ideas to do with the project, but a game jam is more about doing one tiny thing really well than it is about doing a lot of things. As is, it's pretty difficult to play (Enemy ai not working sometimes, the game trailing off into infinite sidewalks with no enemies), and the pieces don't quite fit together.
The parts that do exist and work are sick! Sticky notes, for example, and being able to pick up weapons, but I couldn't really engage with others of them, such as the combos I knew existed but had no way of learning. I hope this doesn't dissuade- that you made a complete game is always going to be admirable, and there are a bunch of interesting ideas that I think you could flesh out if you were so inclined- but for next time, start as small as you can possibly go and work your way up.
BluebsTopCat
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You mentioned during the meeting that you were a bit disappointed in how the writing turned out, but I don't think I could disagree more. The writing sells this game in every way it needed to. You're able to set up interesting characters through, while perhaps a bit too much internal description, internal description that I wanted to read regardless. Having to retravel through old dialogue can get tedious (maybe an ISAT style nod button? Or focus more on character's internal monologues over the actual dialogue, so each perspective is a different experience, like Bad End Theatre.), and the RPG-maker visuals cut against interesting characterization, but at the game's core, I see something really interesting. If you wanted to, I could absolutely see this made into a larger, gripping story.
I can't really comprehend how you made this one. It scares me. I discovered pretty much no bugs, you've successfully pulled off local multiplayer in a game jam, and the game is, most importantly, FUN. It might need a good coat of paint and a checkmate detector, and your adherence to the theme might be iffy, but those first two are things I couldn't possibly suggest were achievable in this timespan. I sincerely hope you make this into a larger thing- I could see it becoming the next 4d chess with multiversal time travel. Great job!
There are a lot of really compelling pieces here, but I think some of the polish that would be necessary to sell them is missing. The game is currently impossible to win (the cat's score can get in the negatives,) and the text is pretty difficult to read. However! I get legitimately stressed out when clicking on a card, and the pieces that are here really do work. You could take this really interesting places (maybe the cat notices if your cursor gets close to the card? Or maybe you need to move slowly to not wake them?) And you made this one in like, half the time! Don't let my negatives dissuade you. The art is well done, the music, even if it doesn't loop, slaps, and you made a whole ass video game. Great job!
I'm still a little astounded that you were able to make this in the 48 hours, but DAMN it turned out well. The intro art is jawdropping, and your fight scene looks pretty much ready to ship.
A bit short (not that that's necessarily a bad thing!) and I wish that the mechanics of combat were more laid out? A tutorial would have suited this well- I didn't realize that yellow signified that they couldn't heal until my third runthrough- and maybe some sound effects to signify attacks could make that more clear. However, 48 hours. That this is finished and playable shows you did know where to focus your time well, even if it came with some caveats. Fantastic job!













