Hi Kai, Thanks for playing the game and I appreciate your feedback!
It's kind of funny you bring up the AI graphics, the most AI images we used were mainly for the slot machine and the girl in the victory scene. The rest were from asset packs we bought from humblebundle and or GameDevMarket that have been sitting on our harddrive for years. But yeah, we are seriously lacking in the art department that's for sure...
Anyways, I'm glad you picked up on the amount of work we put into it.
I personally spent a ton of time on the menus, battle system, and the dungeon generation/crawling... I wish I would of had more time of course but it is what it is :).
Icydeath
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Coming from a guy who is actively working on this very concept I know how much effort was put into this.
The game is really fun, I'm a sucker for deck builders and even a bigger sucker for dungeon crawlers... So… you hooked me! Love the art direction, the movement, the cards... pretty much everything lol
I'm actually still playing it and trying out different deck combos. I just had to drop a comment and tell you that I'm hooked and thank you for putting together this little masterpiece :-D
Ok really liked the direction you were taking with this game. I enjoyed the combat and art very much. I didn't love the limited flashlight as much but it did fit the scary spaceship vibe you were going for.
Controls felt a little bit wonky, but you get use to them. I also did get stuck in places a few times where it wouldn't let me get out of an area (ie the couches next to a window because I wanted to look out and see what was out there haha). Overall though it was fun and creative game, nice work.
I'm throughly impressed with the amount of polish and functionality in this game.
Tutorial: Very well thought out.
Menus: Very nicely made.
Dungeons: Enjoyable to explore, minimap/map is top notch, puzzles were a nice touch.
Battle: Love how the turn based is implemented, animations and sfx were spot on.
Balance: Pretty good for a project made in such short time.
Only wish there was the ability to save the game, getting to floor 16 takes a good chunk of time.
This was put together very well, nice job.
I love the music, I sat and listened in the main menu for like 3 minutes before even pressing start... matter of fact, I'm actually just sitting in the base listening to the music as I type this. Not going to lie, it scared me when I heard the police sirens for the first time lol. As others have mentioned, some additional hints/tips would help but also it was kind of fun just figure it out. Lastly, I wish one of the Themes played a bigger role in the gameplay or meshed better with the style of the game, def. not a deal breaker by any means though.
Thanks for the giving it a shot wolfheat, glad you stuck with it.
We had plans on doing much much more, but life got in the way and at the tail end of the jam it was a rush job to get something complete.
Sorry about the file size, we used hi-res textures for the dungeon walls and thats what caused the majority of file size, and probably had a bunch of unused assets in it that didn't get stripped out.
Thanks for the feedback Zoltan, I'm glad you stuck with it! I agree with you on all your points 100%! I wish we had 3 more days to work on it tbh haha, but thats the nature of the beast (jams).
I will track those licenses down (music came from a humble bundle, art/graphics came from gamedevmarket) and get the page updated.
First, I would like to say that this tool is amazing! Thank you for your hard work!
Second, I know what I'm proposing is a lot of work, expecially because I could just manually edit or script edit the .amproject file to create the atlas layers, and then open AtlasMaker and run it. So my feelings won't get hurt if you say "No thanks, way to much work" :-).
Again, all of this may be out of scope of what you want to do for this project, but I think it would streamline some peoples workflows.
Command-Line Interface (CLI) for Batch Atlas Generation
Summary
This would let us define an Atlas Layer (ie: enemy) in an AtlasMaker project and then run a script that loops through a set of folders/images to create atlases in bulk - ideal for large libraries (I have 86 enemy images).
The Why
- Automation & Scale: Creating dozens of atlases via the UI (or manually editing the project file) can be slow and error prone. The duplicate feature helps with this but I still screw up at times (more often than I would like to admit).
- Deterministic builds: Consistent packing with fixed settings is important for reproducible releases, and my sanity.
- Pipeline integration: We can hook atlas generation into build steps
- Headless environments: I could see this being used as a server-side tool for people that might need that.
Proposed Workflow
- In the AtlasMaker project, define an Atlas Layer (ie named 'enemy') and its settings.
- Run a CLI command that selects the project (.amproject) the atlas layer (ie: enemy) and packs sources into one or more atlases with configured settings.
- Output both the packed textures and json
CLI usage example (obviously you would know better than me what would be needed but I thought this may help in understanding what I'm asking):
atlasmaker.exe --project "proj.amproject"
--layer "enemy"
--input "C:\images\enemies"
--output "C:\atlases"
--name "enemies"
--overwrite
Addictive just like FFXI :)
HardReset already pointed out what makes this game so fun, so I'll keep this short.
I've been testing Braver for Mith for a few weeks now and I have already put in over 60hrs. The balance between your party and bosses are spot on. The job system gives you the flexibility to play what you want and how you want to. Even if you have never played Final Fantasy XI, I still recommend you give this game a try.
