WIth two cardslingers and full backup bodybuilder and especially marathon runner managed to pop off a bit. Still ended up losing the gulch thou because I assumed troops would ented from the support from left to right, not right to left
Static Conection Studios
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Really good and creative game. Big fan of the unique combat mechanics and jobs system.
Cati (catsuses?) seem very strong, and both of it's upgrades too.
Gym rats and their upgrades felt a bit weak. Too risky, having a large chance of growing weaker over time, same for bodybuilder (wich I ended up not risking). Marathon runner felt more guaranteed, but didn't quite pull it's own weight
Magician was a tad hard to use, but very useful. Very thematic. Cardslinger had a lot of utility too, but Mage felt a bit weak. It seems that in order to compensate for it's insane power to cause damage before the battle starts, it's plagued with inconsistency, causing no damage during the actual battle and having two bad cards. Might have been better if I had stacked more Varmints to mitigate that, but my Mae run didn't get to last that long. Feel like giving it another try thou
Farmer was nice, but it's uprades steal the show. Corn cob was funny and unique, but ultimately hard to make use of. Chef was very strong if you managed to make on early, but multiple don't stack very well (they start buff each other) and it can be risky to use too many ribbons at the start on a lizard that won't help in the front lines, so it felt balanced
Medic felt bad when I was trying to use it with regular cactus cause it's overshadowed by crested, but it worked wonders with metal catcti. Chemist felt too risky so I ended up didn't trying it
A few wiggles with getting to activate the Crested party buff and the mercenary attack buff, but just cause this is the demo
What was a tad furtrating overall was how, depending on your strategy, certain guys could be useless, not being able to be upgraded into a tree you can make use of. Wasn't that bad since you could always just get a few more till you got what you wanted, and some trees are usefull even "off combo", but with more jobs and tress, that could become more annoying (unless the point is to force people to find a way to make use of all their troops, even the ones that don't directly combo, since this would only really start turning into a problem once you started getting close to the maximum amount of troops possible, wich I didn't, not even in the hardest dificuty)
Other than that, archers could be slightly confusing, and how a few skills ineract, as well as the mechanics protecting against stalemates, weren't very clear until I experienced them. Might be a me thing, but I would love more detailed explanations of those (as well as exlicit mention of things like how every number is rounded down) in some sort of in-game guide
Overall a pretty incredible and unique game, already wishlised!
Very nice game, very creative with the mechanic that units are returned to how they were at end of preparations. Had more than one "aha!" moment thanks to that. Hope to see this game continue to be developed more in the future!
That said, not all indulgences or items felt equal, and I'm nut sure that was intended. Specifically, the items that gave a flat bonus at the start of combat for creatures in the same row felt very weak, and keys very situational. The jester hat was situationaly very useful, same thing for the pickaxe and poison, and the magical book had a fun minigame in trying to keep your unit alive so you could prock it more than once, but ultimately did not scale well. The items that change the way your unit targets others I couldn't quite figure out a way to make use of.
The indulgences that give a one-time bonus or +1 atriute to a random follower felt very weak when compared to the ones that grant +2/+2 to a creature in a specific spot, same thing for the one that buffs creatures without powers, since as far as I can tell you can only reliably get one of those, namely the fish, and it wasn't particularly impressive. Indugences that buff creatures on level up felt a bit better, but still sinificantly far behind the ones uaranteed a bonus every turn. The ones to buff summons also didn't feel significant, since summons tend to be weak, and so +1 health isn't onna save them
Also was a tad surprized that the underestimated doesn't start summining creatures of higher levels once you level it up. Could be intentional to keep it an early unit or as an aternative hermit that creates more, but worst, bodies and in vertical positions relative to itself, but made it so our blind friend did not scale as well into the late game as I hoped
Was able to win despite that thanks to stacking buffs on a brawler thou. Two indulgences that give +2/+2 to the creature at the center plus stacking one of those nurse ladies that permanently increases health onto him, as well as managing a couple of other upgraded creatures for support
I did come across a glitch thou:
My game froze after this. In case the screensht isn't clear, the madam lady dying activated the underesmated's ability, wich in turn summoned another underestimated, causing the original to level up and recieve a +2 from one of my 'relics'
I think it was the blond lady attacking, but now I'm not sure
Was playing on Google Chrome, on Windows
Can't remember the last time I won "clean". Feels good
I do feel like spawns doing damage might alow you to "rush" too much thou. On practice they just do more damage than other troops if they get throught. That both allows you to do a lot more damage, but it means you can die easly against certain troops
Hello
I am very intrested in this Jam and already have an idea for a game. Thing is, it would be a remake of a game I already made, ported over to the new version of Godot and with (hopefully) several improvments
Is that alowed? I plan on rewriting the code from the ground up, but I would reutilise art, possibly writing and code it based on the already existing game
Hello, creator here. Thank you so much for playing the game, I'm glad you like it
About your sugestion to have skill icons, that was the original plan but we had to cut some corners to have a playable version ready for the Jam. I created the manual in order to help with the missing clarity but it's now clear to me this information avaliable in-game too
This has been a great experience and I'm happy with the progress I've made, but my seven days are over and the game is sadly unplayable. There are some bugs with the victory and defeat conditions I would need to iron out
Would it be okay to take an extra day or two to finish the game and then publish it as "incomplete"? I know I failed the challenge but the game is very near completion and it would be a shame not to be able to show it
The game is also severely lacking in content, it has support for a procedurally generated map but only three locations, for example. I would like to add more content but I feel like that's most likely going too far
Thou I'm not shure I'll be able to participate due to time constraints, this Jam got me very intriegued, especificaly because the board game Eldrich Horror would count as a rouguelike
There's no "realoading a save" on board games, it's very character centric, the Mysteries and rumours you have to solve are picked ramdomly from a pool, it's turn-based and has clear runs
It's not a perfect example or course, it's possible for a single person to control multiple characters for once, and you simply pick a new one after you die (thou Doom advances and you have to waste significant time getting your items back, if you can get them back at all). Plus the game is usualy played on a single (long) sitting, so permanent consequences might not be as impactfull
If I were to develop a game to the molds of Eldritch horror, possibly mitigating or removing the elements mentioned in the prior pharagaph, would it be submitable to the Jam?
Simple, but well-made game
A few possible bugs, however. Rather than reflecting on the player, the ball simply goes back the way it came, wich is rather unintuitive and might not be intentional. It's also possible to get the ball stuck isnside the player if you hit it from the side and the ball can kill blocks as they spawn during level changes
Muito obrigado pelo feedback
Realmente um tutorial ficou faltando, priorizei terminar as mecânicas e acabou não dando tempo de colocar tudo que eu planejava
Assim que acabar a Jam planejo lançar um update pra aumentar a clareza do jogo, incluindo explicações de todas as mecânicas, barras de vida pros inimigos, etc.
Boa tarde
O desenvolvimento de meu jogo está indo bem, mas estou tendo problemas em conseguir toda a arte que vou precisar. O artista com o qual entrei em contato tendo tempo limitado
Pensei então se seria possível usar "stock" assets disponíveis gratuitamente na internet ou se constituiria em violação das regras
Penso em usar apenas pixel art simples disponível gratuitamente, nada complexo ou paga
Seria possível dentro das regras?
I just encountered what might be a bug, but I'm not even cerain
What I think was a Samurai failed to execute my fron creature, instead only dealing a lot of damage
The creature was a level 3 Druid (the one that buffs by +5/+5 when damaged) and had been buffed both by itself and by shop effects ( creatures that buff when brought and sold). As a result the druid had over 70 hp
Don't think it affected the result of the fight thou, so no need to worry about that