It's amazing that you got this set up the way you did. I don't really know anything about Devil Survivor, but my SMT-savvier friend told me that this was quite an accurate recreation in several aspects. However, as someone who doesn't really understand the mechanics, it was quite overwhelming, especially due to having 6 different tamers who all had different attacks and party members. But I got the impression that this was more of a proof of concept of an engine and mechanics than a game. And as a recreation of Devil survivor, this is quite impressive. Hope you'll use this as a foundation for something, because it's a promising start.
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Majin Test Summon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well did this game execute its ideas? | #19 | 2.250 | 2.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- This submission looks and feels like a work in progress, at least I'm guessing. I gave it two solid attempts (one hour total). The first time I game over'd because I moved some units towards the bottom that I guess couldn't handle the enemies. The second time I had a null pointer exception come up during some battle and it crashed the game. Still, it's clear you put a decent amount of effort into this with the modified battle system and unit action system, so props for that.
- This feels more like a demonstration of the ability to do something rather than a game meant for someone to play. There is near enough no explanation for what is going on, how to play or what any of the abilities do. I can imagine that someone with experience of Devil Survivor games might be quite into the fact these things are possible, but for anyone else it's very overwhelming and hard to appreciate. I was curious what this type of turn order could do for an SRPG, but I didn't really get an answer here.
- Majin Test Summon is a game that draws inspiration on SMT Devil Survivor series from the Nintendo DS. In the game, there is a Human trainer who is paired in a team of demons to fight 3v3 battles, summoner included. What's so special in that particular game is SMT:DS maps are on a grid, pretty much like any SRPG, while turn orders are based on SPD. The combats are turn based, but if you hit a weakness or hit a critical, you get an extra action to execute. The idea is clearly brilliant and is huge surprising seeing it live in the engine. Unfortunately, there's several issues within the entry, making it feel like an Alpha Prototype such as: Lack of polish overall in presentation, allies dissapearing, absurd amount of misses, oddly placed events, effects glitching, lack of tutorials and weird stat distribution and formula, and that's just naming a few. If this entry would have been polished and free of glitches it would undoubtely have max rating from me, but had to substract some stars due to the state of the game. The idea and the core of the system are spot on, but the lack of polish is a huge turnoff. Nevertheless, I do still would play a properly finished SRPG Studio game done with this system.
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