Really cool and unique!
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Draft and Graft's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #50 | 4.306 | 4.306 |
Fun | #71 | 3.833 | 3.833 |
Presentation | #175 | 3.806 | 3.806 |
Theme | #294 | 3.250 | 3.250 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Our game represents Power because the player amasses power BY ANY MEANS, grafting limbs onto themselves and demonstrating their superior power to others in combat. The player additionally can purchase consumables to power up themselves and their limbs.
(note: this game was also submitted to the Pirate Software Game Jam 16, but work on the game was not started until January 25th, and the game was made to fit the themes of both jams.)
Comments
wow, real gem. I had thoght I found an infinite wincon with really fast weapons, crit, and lifegain with coin eye and unlimited consumables, becase the longer sustained games gave me so many coin eye procs, but then I lost my kidneys overshopping and my whole build was based around that item so I instantly lost lol. Fun game.
Very fun concept that's very easy to get into! No tutorial was needed, it was very clear what was going on. I like the progression system and how much that system is expressed visually with the goofy body horror. The different upgrades you could get, like the mantis leg, were super unique, too. Overall, good stuff!
Awesome concept very well executed! Draft and Graft takes me back to the golden age of flash- it has that undeniable morbid and grungy appeal that commercial releases just can't satisfy. Personality emanates from every ruptured pustule on display. The flailing limb combat never got stale for me, and the item descriptions were entertaining across the board. I also loved how stylized the UI was while still maintaining clarity. The grafting table subscreen serving as the player stat visualizer was especially great.
I'm impressed at how good the game's balance is given how little time is left for testing on a jam deadline. I really felt like my build choices mattered, and it was fun strategizing about synergies and seeing how my upgraded abomination fared against the next baddie. One feature that really stood out to me was the small random chance of losing a limb when rerolling the shop. I love it when games tempt me to be just a little greedy and make risky choices.
Great work to you and your team, I'm hoping I can survive to Round 20 on my next play!
Really fun, easy to just pickup and play, and very satisfying watching your guy get stronger and stronger!
Wow so much fun! I got addicted to making an absolute monster. I love how addicting and satisfying it is to win
I like the visuals everything looks really polished with animations, also awesome that you made a fun auto battler rogue-like in a week. One thing is that even though it is explained in the description, it isn't mentioned in the game that you may encounter bad company when going to a new shop. Also some limbs don't really say what they do until after you put them on. I feel like going for fast limbs and critical hits is a strong combo!
Cool game! Looks very good.
I think it is the first auto battler i've seen in the jam. Good job!
Lol very silly premise, love the art style and the limb flailing. Great job!
Super creative game! It has that classic Flash game feel that is super iconic. Also, "body horror autobattler and roguelike dudebuilder" is such a crazy genre to say out loud xD I loved the simplistic gameplay and style, it was super fun trying to create the most powerful dude. Also having the chance to get one of your limbs cut off at the risk of getting a new shop is such a great gameplay feature. I also loved the references for some of the designs of the features (I noticed a troll face mouth and a spongebob mouth). Great game, it deserves more ratings!
I like how crazy the combination of limbs can get. The unique effects on some of the limbs also adds to the strategy involved in finding a good combo to work with.
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