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A jam submission

Fiends And FriendsView game page

Fight Monsters And Recover Friends!
Submitted by Yrllow — 8 days, 14 hours before the deadline
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Fiends And Friends's itch.io page

Results

CriteriaRankScore*Raw Score
Use of Theme#251.7392.200
Art#282.2142.800
Creativity#282.2142.800
Overall#291.9612.480
Gameplay#301.8972.400
Sound#321.7392.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Firstly, good job on finishing your first game - it took me years to finish my first complete small game so be proud. Game Jams are a learning experience and if you learnt something in the process and yourself than you have succeeded in Jamming regardless of what any of us think.

Now some specific feedback if you are interested:

  • The theme is not obvious and I only noted the friend counter at the end - it isn't emphasised or effect the gameplay at all. As you work on your next Jam I would suggest trying to push the Theme by asking "What if?" type questions. What if the game is about saving friends - what mechanics flow from that? What if saving friends (or failing to) DID something to the level/player? What player actions support "saving friends"? (See www.youtube.com/watch?v=2u6HTG8LuXQ&ab_channel=GameMaker%27sToolkit on Putting Play First by GMTK).
  • The parallax effect is way nauseating as it moves too fast, which is unnatural
  • If you are going to have combat in games (especially turn-based) its needs to be about player choices. Focus on the decision the player makes rather than the outcome. Even scissor-paper-rock has interesting decisions that is driven by the player and can give a randomised outcome. Having it all based on luck like in this game means the game essentially plays itself - you might as well not have it.
Submitted
  • Use of Theme - 2
    • I understand what you were going for with the friend counter but it just felt way to forced in there just to adhere to the theme.
  • Gameplay - 2
    • The gameplay is pretty simple, walk to the right and click click click. Its not that challenging but it was engaging thanks to the little story. Its a shame that it only has 2 levels and one of them kind of is the tutorial.
  • Creativity - 3
    • I appreciated the creative storytelling and the funny lines of the shopkepper ahah.
  • Art - 3
    • The art was good, but i found that some choices were poorly made that kind of runied the experience a bit. The font is really hard to read, and the parallax effect is way too instense, it actually made me dizzy and made it hard to look at the screen. But those are easialy fixed problems.
  • Sound - 2
    • The bgm went well with the game, but the loop transition was not seamless.

Honestly congrats on finishing your first game, and don't feel discouraged by negative comments. Just use them to learn and improve!

Submitted

Congratulation on finishing your first game!

It's a bit short but quite good for the first one. I like that you inserted tutorial texts into the level, else i would have been lost. :-) One question, is there a reason why the first enemy triggers a text about dice roll and the boss get directly damaged every time you click?

Some ideas to improve the game:

- Show the player that the Game has ended after the boss fight. I was a little bit confused, why I cannot move forward.

- Maybe use a Keyboard key insead of the mouse to show the text of the signs or interact with the shop.

The gameplay was a little confusing and the art a little hard to understand.