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Random Rumble's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #896 | 3.400 | 3.400 |
Originality | #964 | 3.567 | 3.567 |
Fun | #1008 | 3.233 | 3.233 |
Presentation | #1262 | 3.400 | 3.400 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Every step is both strategic and luck based. The RNG in the gameplay makes the player (and developer) out of control of the outcome, but to a limited extent, leaving space for plenty of strategic plays.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Great presentation and lots of polish. I appreciated having the moves and piece relationships displayed on screen during the game. Very nice job!
Really cool entry, im a big fan of chess and strategy games so I had a ball with this one. The game gets really hard if you are down a piece and only have on piece, since it becomes alot harder to corner an enemy. There was always an interesting choice of "Do I put myself in potential danger by moving into the enemy attack range, do I want to take the 1/3 that I land on the wrong weapon?" fun stuff.
I did find that after a victory or 2 there wasn't much reason to play more, since the randomness makes optimizing your moves really hard and the base difficulty wasn't too hard, it might have been good to see difficulties (not easy in a jam constraint) or maybe some sort of level system where you have to start fighting where you start out numbered. something like that.
Great entry, not enough strategy games IMO! Dont know if you have plans for a postmortem/devlog for this jam but that could be interesting
Man, thank you for playing, and especially great thanks for your feedback! There's definitely some very great things here that I will have take into consideration. Games like these definitely need a replay value because they rely on that to have longer play times.
I definitely have a plan for a devlog and I did record some snippets of the journey here and there, but sadly I didn't have the time to put it all together for this week as I planned it, but it's coming next week for sure!
Also, yea, strategy games are a real hit or miss because it's super hard to get them right to where you actually feel like a strategy god when something plays out as you'd expect. I am still learning in that department.
I like the concept you introduced here. I feel the randomness is a bit too high for me. Whenever I got close enough to an enemy my movement scheme or weapon type would change resulting me in losing the game. It would be nice if the weapon type changes would be telegraphed.
For example, one turn before the actual change of the weapon type, you would see that it's going to change to an axe from a sword. That way you keep the effect and the player can strategize and make plans based on what's going to happen.
Nice submission!
Thank you very much for your feedback. Yes, I totally agree that sometimes the randomness just gets OUT OF CONTROL, and not only makes the game annoying but also dull to play at times. I will definitely look into ways to make this less random but still keep it's "flavor".
Interesting idea. I can see it expanded into a nice and unique game. Right now though, it is a little bit too random. I’ve managed to win after 20 turns, of which the last 10-12 were spent on running around the one surviving enemy waiting for the right combo of unit and movement type. It could become either a nice tactical chess-like game, or perhaps a puzzle game where you have to complete a pre-defined board. I hope you’ll keep working on it, it really is something worth expanding.
Thank you very much for your feedback! It really is very much appreciated!
I've been thinking about expanding on the idea, because I really enjoyed making it and even play testing it multiple times (which is rare). And based on all the great feedback I've been receiving, I am strongly considering to continue.
I totally agree that currently the game is very random, and there needs to be some CONTROL over your moves and not let everything get OUT OF CONTROL. :D
This game makes me go YES! Cool idea!
Your answer is THICC!...and also makes me go YES!
Thank you!
Very cool! An idea worth expanding on in terms of board designs, number of units, and placement.
Thank you! Those are definitely things on my to do list (Had to scrap the ability to select where your units start due to time constraints).
Hi! In case you missed it, I played and rated your game that you submitted to me on Twitch: https://www.twitch.tv/videos/678278731
Thank you very much for that. Much appreciated. I've enjoyed your stream!
I won! I liked it, even though I mostly held back and waited for an opportunity to strike myself hehe. Very cool concept!
That's a pretty valid tactics if you ask me! Great job!
Missing some QoL features that would make it possible to get into without knowing how it works behind the scene. Otherwise, kind of nice and small interesting chess type game.
Thank you for your feedback! I would definitely be open to listen to and implement these QoL ideas you mention, so feel free to elaborate.
Well done this is a great game! I enjoyed playing it. I would change that the weapons movement is the same everytime because one of the axes take time to get into position and once you're on a good position your weapon changes or the Ai's one. But overall good job!
Thank you for your feedback!
I've tested the game without random movement patterns and the issue with that is that it gets very predictable. Randomizing movement change less often might be a solution on the other hand.
Nice idea, I won both games! Sometimes the randomisation of both the piece-type AND the available moves is frustrating - like I finally get the right weapon, but now I can't take the opponent's piece with it because I can only move diagonally. Maybe randomising only the movement, or only the pieces would make it easier to strategise... but then again, that's not the point of this jam!
Thank you for your feedback!
I agree with you on the double randomization being a bit frustrating every now and then, but I tried many iterations of RNG and didn't find one that fit this theme but also made it less frustrating.
One thing that might work is randomizing either movement or weapon after every turn, but never both. (This would be chosen randomly again xD)
Yeah, it's tricky - board-game style mechanics can be so hard to balance at the best of times, so this is a good effort for the "out of control" theme