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A member registered Mar 10, 2018 · View creator page →

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This was a fun game, I enjoyed the destructible wall mechanics and thought they were implemented and used well. Combat was a little difficult due to the low initial health and lack of a windup to enemy attacks, so they're able to attack as soon as the player strafes around a corner. Voice acting was a nice touch and helped me avoid a death. Overall a very cool entry and I hope to make a dungeon crawler with destructible environments too some time.

Just a prototype and not a complete entry, but I'm still impressed by what was accomplished using such a lightweight game library in just one week. The overall visual presentation and GUI layout looks very nice and is easy to read. I think this is a solid foundation for a dungeon crawler and hope to see it developed further.

This entry has excellent environment design and a classic Lovecraftian action game vibe that makes good use of the game jam themes. A minimap or some other indication of which spaces the player can traverse would be nice, but the tight scope and plentiful visual landmarks help the player to navigate the game world. Cooldown indicators might be a good addition to the battle system to let the player know when their attacks are ready.

Very impressed by this entry, the 1st person dungeon navigation is implemented expertly with solid level design and it makes good use of the game jam themes. Overall a very well-executed and well-rounded entry.

This entry felt very visually polished and I enjoyed the implementation of the combat system and the basic movement controls. Surprised and impressed by the size of the game world, but it really needs either a minimap or a waypoint system at this level of complexity. Overall this is a very technically impressive entry.

I really liked the black & white wobbly aesthetic, and I enjoyed the combat mechanics and thought they were implemented well. Would recommend toning down the wobbliness on the UI elements for readability, and the 1st person dungeon crawling is frustrating at times due to the lack of compass indicators or apparent motion when advancing down a long corridor, especially if the automap ability is lost. Overall thought this entry was very unique and visually striking.

That's correct, the crash is triggered when Lop reaches LV5 and attempts to learn the "Health Shower" ability. This is a typo and the ability is actually named "Life Shower" so the game crashes when it fails to look up the ability details. This normally happens after defeating a tentacle, but can happen any time the party reaches LV5.

Thanks for the comment and the kind feedback by the way, I'll upload the fixed version after the voting period ends.

Thanks for the bug report! I've fixed it but won't be able to upload a new build until the voting period ends. As a workaround, you can still fight the Kraken right away without defeating the tentacles. It will be tougher, but the Angel Ray spell that Lop learns at LV4 is highly effective and can beat the Kraken after ~3 turns.

Happy to see this entry returning from the previous RPG Mania, and very pleased that game mechanic systems have been implemented for combat and skill checks! Overall it feels like this entry is getting close to a feature-complete state where it could be published once the content for the main story is finished.

Implementation of the skill checks and travel map look and feel great, especially after the post-jam tweak. Combat system is adequate but the UI still needs further tweaks like icons for the battle skills and animated indicators when the player gains energy points. If this game is using vector art and there are no plans to have a movement grid during battles, then the overall visual composition of the battle view could benefit from zooming in more closely on the player and enemies.

Overall very impressed with this entry and hope ya'll continue the great work!

Very impressed to see a mostly functional engine for a card game in the style of Magic: The Gathering! That's not an easy feat, and more complicated than a conventional JRPG battle system. This entry also engaged with the elemental theme. I played a round using the fire deck and won by eliminating enemy summons with direct damage spells while growing my own army of summons past parity.

Development of the game UI seems to be lagging behind the implementation of gameplay features, so additional work on the UI is the obvious biggest priority for future development. The indicators for available mana points should probably use graphical icons or have a mouseover tooltip to make it clear what they represent. The UI for displaying the cards in the player's hand is functional enough for now but would be a good candidate for future improvements - maybe look at Slay the Spire for a good example of how to display and select a hand of cards.

Finally, story and characters are difficult to integrate into a game like this, and there aren't a lot of good examples to use as reference. If the game will be a series of 1v1 duels, then competitive puzzle games like Puyo Pop or Puzzle Fighter might be good examples of how to introduce characters and establish a narrative. There's also an old MtG game from the 90's called Shandalar that was ahead of it's time and has a story and a slate of rival planewalkers to battle against - would recommend checking it out for inspiration if you're not already familiar.

I was impressed by the amount of work spent on creating the island environment for this game, and I think it has a lot of potential for future development. Enjoyed moving around the underwater areas but also encountered some bugs while trying to jump back onto dry land that caused the player character to start sinking through the terrain. Although fixing bugs and implementing the casino games should be the highest priority, it's not too early to start thinking about the story and characters, and how to integrate these into the planned gameplay elements.

This entry is just a short demo, but I'm very happy to see an RPG with a wild west setting and would like to see more games with unique or under-utilized settings.

I wandered around for a while in the starting map area and nearly quit early before discovering an unmarked tile on the rightmost edge of the map that sends the party to the main town area. I recommend making sure that all map entrances and exits are clearly marked with roads, signposts, or some other indication that they permit travel to other areas of the game world, otherwise players may get lost or frustrated.

Happy to see this entry return from RPG Mania 6 with some bugfixes and gameplay tweaks! Graphics and music are solid for this current stage of development. Game plays well but has plenty of room for future development,  such as attack upgrades for the towers and archers. Adding some indication of enemy health or the amount of damage inflicted by towers/archers would also be a good priority for future development.

Should note that this is a tower defense game submitted to an RPG-centric game jam. That's fine, but now's the time to start incorporating more story and character elements. A simple way to do this might be to have each enemy wave led by a unique enemy commander who gives a brief introduction at the start of the wave, followed by a defeat speech if eliminated before reaching the castle keep.

You're a little over halfway through the game content - I'll post a full video playthrough to the game page soon. This is the first time I've received a crash report and suspect it may be related to a pixel shader effect used in the post-village training cutscene. Are you running this on Windows or using an emulator on MacOS?

I believe much of the content for this game was created before the game jam period, but I'm not going to complain - this was a very entertaining entry with a lot of time clearly spent on polishing the battle encounters and adding gameplay features. I also particularly liked the background music and thought it matched the atmosphere well. Aside from a few hanging bugs, my only real complaints is that I'd like to see more equal opportunity fanservice for the ladies to appreciate too.

This looks like an action RPG with a lot of custom work done on the gameplay mechanics, and using character sprites either adapted from or made in the style of the Mana Seed asset pack. Very promising and has more content than I expected with a lot of effort put towards building the setting of the game. Combat mechanics are functional enough for a game jam entry, but mostly boil down to walking up to an enemy and mashing the appropriate attack number button. Probably the next feature to focus on is giving enemies clearly telegraphed attacks so that the player has an incentive to move in and out of attack range and give a more natural flow to battles.

I liked the visual style for this entry with the heavy use of red as an accent color, and the shaded polygonal look for the main characters. Backgrounds probably need to have some texture mapping applied or just be replaced with 2D billboarded backgrounds, but otherwise I think the visuals are fine and future development work should focus on the controls and combat mechanics. Looks like the combat system is still just a prototype but I'd be really excited to see a street-fighting RPG in the style of Hybrid Heaven or The Bouncer.

Was stunned by the intro - it looked and sounded professional grade. Game mechanics are still a work in progress but loved the art style and yokai theming for the characters. Would love to see the implementation of a skill check system for completing quests, and just a little bit of animation for the player character and NPCs would really look outstanding with this art style.

Really happy to see a complete battle system created from scratch for this entry! Still plenty of work that can be done to expand the battle gameplay of course, but a quick and easy tweak to improve the gameplay flow would be to move the HP counters and targeting buttons down closer to the enemy/player sprites. Ideally the sprites would be placed over the targeting buttons so that you click directly on them to select the target of attacks and healing abilities.

Also I'm not quite sure how to describe it, but I really liked the wave and water shader used during battles and how the waves were animating so quickly, like it felt like some kind of manic Spongebob diorama made with paper cutouts. If you added just a tiny bit of animation (even just to make them wobble or squirm around slightly) to the enemy/player sprites it would have a really neat cartoony visual effect that would immediately grab people's attention.

Just a prototype, but the sidescrolling movement and attack controller is coming along well and the wall-jump was a nice game mechanic to include. Would recommend either re-assigning the attack button to the keyboard instead of using the mouse click, or at least making the controls re-bindable by the player so that you're not splitting the control scheme across both the keyboard and mouse.

The main character sprite looks good for a placeholder, and the side-scrolling movement/jumping/attack controller feels solid and responsive for a prototype. So overall this is a good start to making a full game and would like to see some additional work done on adding more areas to explore and fixing that minor graphical bug when switching between side-scrolling and overhead map sections.

I was impressed by the gameplay and amount of content for this entry. It did a good job of imitating the feel of the mainline SMT games with demon recruitment and genome swapping game mechanics. I'm a little unclear about the momentum system - I think the momentum boost gives a percentage boost to damage output but I'm not sure if it was explained in-game at all, and I would be interested to see that game system expanded upon.

Complete and perfectly playable RPGMaker demo about a master thief. If I could make a suggestion, give the master thief someone to talk to during their mission. They don't have to be a party member or even physically present, could be a fairy the master thief keeps in their pocket, the ghost of a dead sidekick, or a 'guy in the chair' who communicates remotely like the SMT: Persona navigators using telepathy or a magic speaking stone.

My favorite part of this game was the hand-drawn visuals which feel authentic and work well with the eldritch, SMT-inspired atmosphere and tone. I didn't get past the 2nd floor though because of the sensitive controls (single button press should rotate view 90 degrees once, instead of continuous rotation while the button is held) and difficulty navigating the featureless corridor maze without the help of a minimap. An easy fix to improve the gameplay experience might be to track the number of player steps on each floor, and automatically trigger the next character recruitment or boss battle after the player has reached a certain (50-100?) step count.

This appears to either be a Unity project, or a Unity web application without the launcher. If a Windows executable or a full web app with launcher is created then I will be able to play through this and give a rating.

Is the sprite fade-in duration about 25 seconds in length? And if so, does changing your Windows region setting to English fix the issue? I suspect the issue is that the dialogue scripts have the character portraits fade in over 0.25 seconds (1/4 second) but in regions where a comma is used as a decimal separator this value gets parsed as 25 seconds. Thank you again for noticing this issue and giving feedback!

Thank you for playing and for pointing out the crashing bug when re-entering the classroom where the game intro begins. I've fixed that crash along with a few other minor issues and will upload a new build after the judging period ends. Can you give more details on the missing character sprites or post a screenshot of the issue?

This jam entry was created with C# and the Monogame framework without using a commercial engine by mashing up the JRPG combat system from Robot Magic with the 1st person dungeon crawling view from Ponsona(which was also based on Robot Magic)

Thanks for playing and appreciating the effort I put into the technical implementation! It was a lot of fun and I hope to expand and reuse the engine to make more Pokemon clones.

Thanks for sharing your play through! I think the core concept really is that difficult to engage with. People understood the concept pitch but actually explaining the mechanics needs more time than I was able to spare, unless the player is already well acquainted with RNG manipulations and Pokemon math formulas.

This is probably some kind of file permission or access issue while trying to find or create save files in a local user directory. Do you see a folder located at C:/Users/{username}/AppData/local/EtrianLike/Save ?

Thanks for checking out my entry! The RNG manipulation is obtuse and not as well documented as I'd planned but there's a checklist procedure and video example on the main game page showing how to manipulate the RNG to get a good starter gachamon from the gachamon machine.

Fix for Launch Crash/Hang Bug 

The version of this game submitted for the jam deadline will hang shortly after launch because it's trying to access a save folder that doesn't exist yet. You can manually create this save folder and then the game will launch without problems. You will need to manually create the folder at the following path where {username} is the name of your current Windows user account:

C:\Users\{username}\AppData\Local\Gachamon\Save

Thanks for the kind feedback! I've been implementing some new minor features since the original game jam and hope to release it as a full game by next year with additional gameplay mechanics and a full story.

Glad you enjoyed it, thanks for the feedback!

You need the x64 version of .NET 6.0.0 for desktop apps.

Thanks for taking a look at my game! It's possible to change the controls by manually editing a settings file in your local AppData folder. You can find it here, just replace ${USER_NAME} with your current Windows user name and make sure that hidden files are visible in your Windows Explorer settings:

C:\Users\${USER_NAME}\AppData\Local\LastPanderling2/Settings.xml


When you open up this file in Notepad or another text editor, it should have a section like this:

  <KeyboardBindings>
    <Up>Up</Up>
    <Right>Right</Right>
    <Down>Down</Down>
    <Left>Left</Left>
    <Attack>Z</Attack>
    <Interact>X</Interact>
    <Dodge>C</Dodge>
    <Confirm>Enter</Confirm>
    <Cancel>Escape</Cancel>
    <Menu>Escape</Menu>
  </KeyboardBindings>


Just change the Up/Right/Down/Left values  like so to use WASD movement:

  <KeyboardBindings>
    <Up>W</Up>
    <Right>D</Right>
    <Down>S</Down>
    <Left>A</Left>

    <Attack>Z</Attack>
    <Interact>X</Interact>
    <Dodge>C</Dodge>
    <Confirm>Enter</Confirm>
    <Cancel>Escape</Cancel>
    <Menu>Escape</Menu>
  </KeyboardBindings>

Alternatively, you can plug in a USB gamepad and use that instead. Let me know if this fixes your issue!

Thanks for the feedback! Currently enemies use the same hitbox for detecting hits from and against the player, and for large enemies this hitbox is a little smaller than their actual sprite. This is probably what makes their collision detection feel wonky, so I'll try giving large enemies a separate hitbox for detecting player attacks and make it match their sprite more closely.

Thanks for taking a look! I intended the difficulty level to be pretty accessible so let me know where you got stuck and I can patch in some more upgrade options to ease the difficulty curve. Also have you tried talking to the Moss Lion? If you grind moss balls you can get an upgrade to destroy non-boss enemies with a single hit.