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jmagrippis

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A member registered Feb 06, 2014 · View creator page →

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Thank you for playing, and for this lovely feedback! It encourages me to do more after the jam is over: there’s tons to improve and even design from scratch… but something definitely did clicked with me, with the core idea.

Quest Loot would be amazing!

As it stands, you can pick from a few perks if you have an overwhelming success in a Quest, but that’s A) Unlikely to happen, as I made the DC checks way too high 😅 & B) Boring to look at as it’s just more text. I’d love to a juicy loot box animation 😄 and it’d be extra satisfying because it wouldn’t be a “pay to win” lootbox, it’d be a lootbox because you just won!

Thanks again 🙌

Wow! I did only play the “patched” version, but this is an amazing game! In a ~week of work?! Madness 👏

I love the “3D-world with billboard 2D”-look. The little head animation as you walk adds a lot, even though the sprites by themselves looks great! I would have loved to see a “Balatro-style” subtle card animation and fanning effect. I don’t know how to do it in Unity, but I have followed this Godot tutorial in the past and it seems doable without putting any more pressure on the artist 😄

Hiding some of the cards as characters in the map was such a fun idea! I also appreciated the opponents talking as they played their cards, feels like there’s a lot of space for flavour there!

Mechanics-wise, I’m a sucker for deck-building and I’m one of those who have spent more time in Gwent than in the actual Witcher 3 world 😂 I like the “gotta win 2 out of 3!” spin for card games whenever I see it.

The synergies with the default deck were fun to trigger (“deathrattle”-based), and there were a few later on cards that can be easily slotted in for a stronger version of the deck.

I think an initial Discard phase (select 0-2 cards to redraw, or similar) would add a lot! It’s always fun to build for a game-breaking combo, and a bit of redraw at the start of the game is a staple for allowing you a bit more control.

You created so many assets for this game! I expected just the 1 tutorial + 1 boss at best, and you had 1 tutorial + 3! Plus extra traversal mechanics with the teleports 🤯 Even the end was special & trippy!

Congratulations for this submission, you should be extra proud 🙌

Thank you so much for taking the time to play, and leaving such detailed feedback! I do plan to keep working on this after the jam ends, so this sort of response is invaluable 🙏

Your suggestions are very sound! I definitely need to simplify a lot of things, and onboard people better to the systems that will stay complex!

For example, Heroes not only have Stats & Skills, they also have tags which can be positive or negative! Quests have tags too, and tallying the Quest tags against the dispatched Hero tags are what lead to to Advantage / Disadvantage (rolls with two dice).

If I do keep this system, I will lead quite a lot of design thought regarding how to communicate it, as that’s like 3 secret things that just lead to a confusing result 😅

Maybe the Heroes just have one positive & one negative tag, which is easier to keep on-screen with the UI, and display to the Quests and Choices… I was thinking it could also be “artifact-style” items that allow you to see the tags the Quests have (or the DCs and skills), or else you’d have to rely on guessing based on the flavour text!

And besides clarity, there’s a lot of room in the design for juice! Like the typewriter effect you mention which sounds really fitting: will definitely check out your game too 🙂

Thanks again!

Hey, thanks for playing 🙏

Totally valid on your side, I should have way more stuff for onboarding! All mechanics are obscure at the moment, including the win and game over conditions! It’s a priority after taking the time to play other games in the jam, and finding time to build on this game in the future 😄

I’ve tried to make the dice “glue” to a surface after a point, but I did implement a hard cutoff to take the reading, in order to avoid locking the game if the dice glitched into spinning forever! Will defo need a proper fix for this eventually 😄

Thanks again for taking the time to play and let me know!

This is such high praise, thank you so much!

I surprised myself to be honest 😅 As you say, “Dispatch as a guideline” helped tons: After the theme reveal I eventually landed in “heroes specialising in exploring Strange Places”, and spent a day thinking what’s the most “practical” but fun way to do this in a week… And the Dispatch-style mechanics solved lots of problems!

I do think with an extra week to work on the writing & quest parameters, and, most of all, add key art & juice, would make this proper fun!

Thanks again for your time 🙏

That first jump over the stove is the hardest jump in the game! Jump, double-jump & dash from the get-go, what a treat 😄

I love a platformer where the collectibles are placed to form a heart pattern 🩵

The dust-bunny enemies were cute! Thankfully you were generous with the hit-box because I was worried the attack punch was aiming too high and wouldn’t get them 😄

Thanks so much for playing! 🙌

That’s on me for the rolls, I should have way more mechanics to swing RNGesus in your favour!

Already the Heroes have some traits and the Quests some tags that can lead to rolling with advantage / disadvantage, I’ll need to work on that system more and figure out ways to organically show it to the player 🙂

Thanks again!

What a lovely idea! 🥰

You just need to trust there’s a solution, and the bricks will start falling into place 👏

Beautiful (and oh so creepy!) sketches for the characters!

Combined with the “crawl” SFX, it’s like a difficulty increase as it makes me panic the more I’ve awoken 😂

Oh wow, every level has different mechanics!

It was so fun to figure out how to best use the controls to figure out the first level, and I assumed it’d be that style of platformer all the way through, and wondered what you’d do to escalate in the next levels… Didn’t expect different styles of kinda retro games!

I like the story vignettes, sweet reward for persevering and clearing a level!

Amazing 🤩

Great gameplay idea for the theme! I loved the music and the SFX for scaling 🥰

Better controls and “fairer” hit detection would take it to the next level!

Cute combination puzzles, I like the scale of the last level!

If it were more obvious to me it was “ant-scale” -> “human-scale” -> “solar-system-scale” it’d be super fun 🤩