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A jam submission

Yokai MatchView game page

Pacify mischievous Yokai in a match-3 style dungeon crawler!
Submitted by kent (@klassickent), Oarc, MikaDigitalFirašŸ”„ (@mikadigitalfira) ā€” 9 hours, 36 minutes before the deadline
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Yokai Match's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - Does the game innovate or try something new?#113.4553.455
Audio - Does the game have nice sfx and music?#123.2273.227
Overall#143.1733.173
Graphics - Is the game aesthetically pleasing?#183.3183.318
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#183.2733.273
Gameplay - How fun is it to play?#212.5912.591

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+3)

I like the radar ping system and match three is always fun.

Submitted(+3)

Hey! Definitely a different approach to Dungeon Crawlers than I would have expected :)

What did I like:

  • The park scene was nicely arranged and the foggy clouds fitted the experience to be there at night. I liked the different assets and the lighting by the street lamps too. Well done!
  • The ping leading to the 4 Yokais was also a nice guiding element. This is one example of guidance through the level. The second one are the visible paths. I like features like this because they tend to give me as a player a feeling of "I know where I am and I know the rules of this environment". Finding the other 3 was therefore much easier.
  • The match 3 part had a different visual style but it still looked nice. With the Yokai at the left side it looked really nice and inspiring. A match 3 where you fight and collect monsters maybe? Or some kind of RPG to level up by doin match 3? 

What can be improved:

  • The music in the park is super nice, but it reminds me more of some film noir street music and it contrasts the scenery. By watching the park scene without music I would expect something thrilling and dark that underlines the danger of the Yokais and gives more meaning to the task of pacifying them.
  • The connection between the match 3 and the park scene is setup by the bits of story only. In the game they feel a bit like 2 completely different and unrelated games. There is the counter that sais how many Yokais you have defeated and the match 3 starts once you enter the particles in the scene but somehow that still does not feel connected. Maybe a bit of the park scene style can be taken over into the game itself or vice versa? On the other hand I would have really loved it to move through the park using match 3 :). Imagine 4 colors and every time you match the color you move into the direction of the color ^^. So you cannot move freely. Something like this would have connected the both worlds a bit better. Another thought: Maybe the presence of a Yokai could have altered the park to something more strange, and once defeated the park would have been restored. That would have added another level of meaning to the task and gives the player a visual reward.
  • Compared to all other entries, the movement in the park felt a bit less like dungeon crawling and more like a standard 3D movement. The grid could have been a bit bigger for my taste to have more defined steps since sometimes it felt like I would fall of a bridge or walk right on the edge.

All in all a nice approach, that could use some tweaks here and there. It definitely inspired me and my imagination :)

Developer

Hey!

Thanks for the detailed feedback and sharing what you enjoyed. 

It will be kept in mind.  :)

Submitted(+1)

so, after the first match, i had trouble finding another one, so i got bored and stopped.

i came up with my own "head canon": i am a schizophrenic homeless person who believe that he defeats demon-weasels with game of bejeweld, but really he just walks around muttering to himself.

good job.

Submitted(+2)

The match-3 gameplay felt really nice. There were good animations and feedback with executing matches. Iā€™m also a fan of the Yokai art!

My only gripe is that the exploration, ā€œDungeon Crawlerā€ stuff felt pretty disjointed from the experience. I didnā€™t see any impact from Match-3 games in the ā€œDungeon Crawlerā€ scene. I think the idea of mixing these genres might be possible but thereā€™s gotta be more impact from one ā€œmodeā€ to the other.

Submitted(+2)

https://twitter.com/Gr4uk3n/status/1515445371497074693

Developer

Hey Scotoma! Thanks for the post. Great feedback.

HostSubmitted(+1)

Decent graphics and a decent implementation of match-3 which was interesting to see in this context. If executed a little bit better and with more polish I think it could be a really fun game. I do however feel that the world was too empty and little to do and movement was slow and some collision detections didn't work. Biggest issue for me is that movement feels like it's based on half-steps which is a rule violation. 

Developer

Thanks for the feedback! Movement is restricted to integers using the default Unity scale, so your steps are restricted to those positions [(0, 1), (0, 2), (1, 2), (7, 10), etc], with each step taking 1/2 a second or so. If we had more time we definitely would have done more with the exploration section :). Glad you enjoyed it!

Submitted(+1)

I'm simply not a big fan of match-3 but the increased sound frequency as you approach a yokai is a good idea, the gfx are alright even if combat and non-combat ones don't match that well and the game is definitely what it wants to be.

Developer

Thanks! I definitely agree we could have done more with the exploration to make it interesting and more cohesive with the combat visuals. Thanks again!

Submitted(+2)

I loved the concept and the artwork is great, especially the art for the match-3 game. Maybe it's my laptop but, the match-3 game seemed to ignore some of my drags. I would have loved to try a desktop version to see if it ran better.

Developer

Thanks for checking it out! Player input is disabled if there are still tiles moving (from a previous swap/match) so it's possible you tried to drag during or very shortly after that ended. With a larger project I'd probably make that input timer more precise. 

Submitted(+2)

YOKAAIIIIIII that's what I found myself saying a lot as I played this, although I don't know what it means.

Really interesting setting for a dungeon crawler! The radar system was neat and I really liked how the smoke effects moved out of the way as you walk into them.

I wished the graphics of the two parts of the game were more in sync, but otherwise I thought the game was quite nice.

Developer (1 edit)

Thanks for checking out the game! Yeah, the visual style isn't as cohesive as we would have liked but lesson learned :). Oh, and here's some info on Yokai! https://en.wikipedia.org/wiki/Y%C5%8Dkai

Submitted(+2)

I don't find the exploration that meaningful. You have have to wonder around and find the battles. There is nothing you can get while wondering around to make the battles easier. It doesn't matter if I find the battles quickly or not.

The graphics from the battle mode seem brighter than the exploration mode. Having a 3D model of the yokai in the world would have made the two modes feel more connected.

I like the background sounds. It works well with the visuals.

Developer

Thanks for the feedback! We considered placing the Yokai sprites into the 3d world but decided against it so they sort of remain a mystery until the encounter. But I agree, the two visual styles are quite different and possibly jarring, and the exploration could use more to make it interesting. Thanks for playing!

Submitted(+2)

Hmm...your game has some nice ideas, but it has some problems.

First, I think the yokai attack you based on a timer, right? That means the best strategy is simply connecting as many 3s as possible instead of looking for the best possible move

Secondly, I think your game doesn't qualify as a dungeon crawler as stated by the jam rules?

  • The game must have step movement on a grid. Smooth transition between grid squares is allowed. Half-steps or dividing the square into smaller squares is not accepted.

Maybe ask  zooperdan what he thinks about this. 

Developer

Hey there! I've actually got it programmed to take into account enemy attack time and player moves for the exact reason you stated. It's possible it might need to be balanced more to really show that. What exactly would a half-step be? We've never made a first person dungeon crawler before.

Submitted(+2)

very pretty - a bit slow though

Developer(+1)

Hey thanks for checking out the game! If you don't mind me asking, which specific part was slow? The exploration, combat, etc.

Submitted(+1)

I played the web version. it just felt (hmm) slow. for something reasonably simple. the movement, etc felt very stuttery - sort of like there was loads being done in the background (making the whole thing not smooth as I would have expected)

Developer(+1)

Interesting, thanks for the feedback! It worked fine running in web on our machines but I wouldn't be surprised if there were some issues XD.

Submitted(+1)

no worries - you an me both with issues here and there ;)