This game has a crazy amount of content for a month-long Jam for just one dev.
Really good stuff!! :3
YYNeko
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Fun game with some nifty metaprogression :3
I managed to make it to house 26 on my first run!
Good stuff! :3
You keep improving with every Jam! I was not expecting a Roguelite RPG Trick-or-Treat setup :3
You really made good effect of the higher time constraint compared to the other shorter Jams. You were able to add a decent amount of content! :3
Nice job! :3
Nifty stuff!! :3
This game looks like it can easily scale up with more Enemies and Metaprogression systems!
The artstyle is also very cute :3
I think the only things I'd want to see added to this game in the future, are--
- SFX
- Some Visual Feedback when you gain items (like the UI of the currency you gain expanding and then shrink back to its form quickly to indicate an increase)
- Some other way to use currency so the Player chooses between buying direct stat upgrades for themselves or something else.
- Boss and/or Elite Enemy types
Otherwise, good stuff! You guys make a great team :3
Yeah I really wanted to do that but ran out of steam near the end X3
There's quite a few things I'd like to do to improve this project, including--
- Minimap with Fog until the Player moves into a cell to reveal it in the Minimap
- Different Attacks
- Different Weapon-types
- VFX for Attacks
- SFX
- More Animations
- More Items
- Procedural gameplay
- More Enemies
- Better performance for movement
Stuff like that :3
Thank you for the feedback! :3
Not our Jams specifically (thankfully), but it has happened in other popular Jams.
This measure is mostly a preventative one.
Try to imagine being in my shoes where some hacker could ask the same questions you are and then post a malicious executable and have a bunch of peeps get Malware/Ransomware and greatly inconvenient peeps.
There would be less trust in our Jams and therefore less turnout.
All it takes is one unfortunate incident to remove trust.
The general rule of thumb is that Browser-based games are strongly preferred as it greatly reduces the chance for someone playing the game to have their PC compromised with Malware/etc.
Someone trusted in our community needs to vouche for any executable so other members know that the game is safe/etc.
That's the unfortunate reality when a Platform has low curation on uploaded content, and why we have a strong preference for Browser-based games.
Yeah the first build of the game had issues and I had to do some emergency changes to the Shaders used to make it visible.
And yeah I definitely need better visual and sound feedback all around.
I also plan to add an Icon to indicate what kind of Selection is currently happening, so peeps are less prone to accidentally firing off spells.
I'll also make the indicator a different color so it doesn't blend in with the Selection tiles.
Thank you for the feedback!! :3
The 3D Dungeon Tiles and Desk are from a Kenney pack I purchased awhile back.
The Werewolves and Golems are from separate Asset packs. The Golem is from a free one on the Unity Asset Store, but I forget which one specifically.
The 3D Character models were made prior to or during previous Jams.
Most of the work done for this Jam was the Game system and some Animations, and coordinating which Assets to be used for the Jam.
I ran out of time and scoped stuff down near the end to make a game-like experience, otherwise I would have added much more polish for the environment, UI, gameplay, etc.
At the start of the Jam, I had considered modeling the gameplay to either FFT or Wakfu/Dofus, and ultimately chose Wakfu/Dofus due to the lack of height complexity since I knew that would be a major issue.
The biggest hangup for me was Heuristics. It took longer than I would like to admit to figure out a decent way to do it. 1/3 of the Jam was spent on that alone.
I've played FFT in the past extensively, so I have a lot of experience with the game. So I do understand how certain facets of depth in Stats, Abilities and Roles can make for a better experience. I likely won't get the remaster of the FFT since, aside from the difficulty improvement, I don't think I'd get much else out of it.
Near the end of the Jam, I was so mentally exhausted that I struggled to add Abilities in for each Character. Not because it was difficult, but because each Rig was different and one of them were not Humanoid, I couldn't Retarget properly and had to improvise and spend some time making rough custom Animations. Each Ability would need its own Animation, VFX and SFX. I ran out of time before I could add proper SFX and VFX for most, minus the obvious damage number popups.
If I can get it on sale, I'll get 'The Hundred Line - Last Defense Academy'. I like the Danganronpa series and I can enjoy SRPGs, so I'll probably check it out at some point.
I can tell that you like SRPGs, so your feedback is much appreciated! I would recommend that you try out Wakfu and/or Dofus so you can get a better idea of what this project was going for.
Thank you for the feedback :3
Yeah I ran out of time to polish the game.
Truth be told, I wanted to do way more but had to scope things down to be playable. for example, having more Alchemy-based Abilities and UI was among such things I wanted to implement.
As for G for ending turn, I was just thinking of a button that was not too far out of the way if the Player is orienting their hand around the WASD or ZXC keys.
I've had pretty terrible luck supporting Gamepad on WebGL/GPU with my prototypes. I'll have to look and see what I can do better there since Unity's new Input System seems to be falling a bit shot on supporting Gamepad for WebGL.
Your feedback is appreciated though!! :3
This is really impressive!! :3
The game has a hybrid feeling of both horror/mystery and platforming quests, and the aesthetic is interesting... almost like a dream-like situation.
When peeps kept talking about bones, I thought the twist would be an obvious one like 'well, we want YOUR bones' and then they'd go after me or something.
But I was pleasantly surprised by how the game progressed and played out :3
Nice job on the Level Design and overall execution! :3
This is excellent!! :3
The Character model is really well done, and the gameplay is easy to understand. There's good visual feedback on whether you are doing the right or wrong thing :3
Additionally, you break up the Player's habits by occasionally having the Witch request a specific combination, so any pre-emptive planning gets distorted.
I can very much feel the passion put into this entry! :3
Good stuff :3
I was planning on incorporating more Alchemy-based Abilities but ran short on time since I spent 5.5 days on Heuristics for AI alone.
There's only one 'Alchemy'-based spell which is a Cauldron Drop that Abyssma does.
Thank you for the helpful feedback :3
Edit: Feel free to rate me at 1 star anyways since I don't want to win the very Jam I am hosting!!
I had trouble grabbing stuff off of the tables and there were some items I could pick up and some I couldn't.
I think what would help is to have objects highlight when you are near them for picking them up.
Also maybe a Sound cue to indicate that something was picked up.
I know that you were tight on time for this Jam (like everyone else, including myself), but yeah that's probably the only major gripe since I spent a lot of time just trying to get stuff off of the tables X3
For the life of me, I couldn't figure out what to do at the beginning.
I see the options to 'Fly' and do other things besides Walking, and I tried leading the units to Airplanes to Fly, but I couldn't get it.
I struggle a lot with Sim-type games where units need to be micromanaged, so admittedly this genre is a tough one for me to appreciate, but I do think you did amazing as one person working on this project for 9 days :3
So despite my personal feelings for this genre, I have to give credit where credit is due! You did a great job :3
I may need to give this game another try.
The only advice I can give is to maybe grey out options that are not currently available, so peeps don't keep clicking them in the hopes that something happens, but they know the options exist to utilize later.
Yeah I've seen several peeps struggle with the doors because I didn't setup the colliders correctly. That's high up on the list for necessary changes, and its an easy fix too.
And yes I absolutely agree that there needs to be feedback for when the Player wins (an audio cue, and the Player leaving the room, etc)
There's other QoL things I plan to implement including a Menu so the Player can reset the room or just leave the room back to the hub-area.
Thank you for your feedback! :3
This gave me Oregon Trail vibes.
It was a bit confusing at first just being thrust into things, but I quickly figured it out afterwards!
It's nice that you can see the events coming ahead of time and try to plan accordingly!
I liked the particles showing up behind the train as the threat approached from behind the train.
Good stuff, especially given the time constraints! :3
Some of the color choices for the platforms made it hard for me to tell what was and wasn't a platform in some cases.
For example, you would have a saturated yellow/black caution platform that some enemies were on, and then the platform leading to the next section blended in pretty strongly with the background.. but then there are cyan lights that aren't part of the background (or were, I don't recall).
I also think that instead of standing still to charge the weapon, it should just be holding of a button so the Player still has agency to dodge while they charge the weapon.
The health system is definitely unique. Instead of dying, you lose time (?) and restore your hp. I think that works really well as it means more skilled players will try to get through areas quickly to avoid getting damaged and have more time.
The movement felt good so there were no problems there! :3
The cover-art for the game is cool :3
Overall, I think this game has potential. Your team did a good job with the given time constraint! :3
I've played some Card Games before (Yugioh and Hearthstone, but mostly Yugioh) so seeing this game was interesting!
I think having a simple 'Click the Toaster to Continue' floating UI, and some text to remind the Player what Phase they are in would make for better readability. Maybe some text to show the odds of upgrading a card as well :3
I still had fun with this one! Nice stuff :3





