Oh wow you made an RPG for the jam! My only real feedback is maybe just working on helping new players understand the systems a bit better but that is something that can be worked on after the jam. Great job!
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Bruises and Battles's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1897 | 3.086 | 3.086 |
Overall | #2364 | 2.776 | 2.776 |
Originality | #2567 | 2.897 | 2.897 |
Fun | #3052 | 2.431 | 2.431 |
Ranked from 58 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?
The player is out of control the battles in an RPG.
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Really cool idea, love the management of the team. Similar to other comments in that the controls are tad confusing and it takes a fair bit of time to get into but again that's down to personal preference I think.
I feel like this could be a really neat idea if there was more of a focus on buying different items and managing the party, and less time spent in battle. The battles are fun to watch at first, but quickly become repetitive.
An interesting take on how people play RPGs! It was a little hard to grasp, but once I got it I had fun! The tutorial learning curve is a bit steep, but it has potential! Good job.
I actually didn't think I'd enjoy this much at first, since I've already played a few RPG Maker Games, but I was wrong, it was great!
I only managed to afford the hat in the end, spending the rest of my money on two zombie cures, and 4 potions when times were rough. Otherwise I spent almost all of the Morale on Mana, which worked well since they healed each other and did lots of spark attacks.
Personally I would have liked to spend more time buying and upgrading armor and weapons. I also think you could show the next battle or two somewhere, so that we could optimize the party and purchases for different challenges.
Overall you've done a great job. I enjoyed it a lot!
Oh, McFood. I cannot wait to show you the improvements I got plan. I think you will love the struggles of figuring out when to give your characters items and manipulating their AI to change how they respond in and out of battle.
But thank you a lot, it means a whole lot to have someone critical of an RPG maker game to love mine <3
cool game, very well made! i like the idea of managing an RPG party, i only think it might be more fun if the battles were shorter and there was more to do as the manager. but overall very well executed and a cool idea!
Yeah, I plan on working on this game further. I will include a option to change battle speed since, I personally like the slower speed but others seems to want it even faster!!! lol So, that is an easy option to put in. If you have any ideas on more things to do as a manager please leave them, I got a few but always open to more ideas!
This is a very impressive game, I find it incredible that you made this in 48 hours... Well done!
This is a really good auto-battler, which in this sense, fits the theme nicely. Also appreciated the detailed tutorial at the beginning. Well done!
I find this concept very interesting. How do you remove the control from a game that's all about controlling parties. I really like the way you did it, but I would like to see it fully developed. So it's not just battles, mainly because lots of RPG's already have auto battle systems. So the player controls, who is in the party, their equipment and load out (spells and such). Everything else, including dialog selections, quests everything is determined by the engine (you would definitely need a lot of random/weighted random choices. It would be a huge undertaking but the ability to essentially Seed (set party/available equipment/options) a random story that generates like that could be amazing. A lot of work though. I also really liked the morale system for influencing some decisions. Really cool idea and great proof of concept. Can't wait to see more.
What a neat twist on the RPG genre, and a fun use of the theme. Removing control was done in an interesting way here, and theres a lot of mechanics to try out. I'd like to see this as a bigger game tbf. Awesome job!
I have a feeling this could work as an idle game or auto chess-type game, but the attacks and battles really need to move faster for it to work. Needs some element of strategy as well, eg if you could pick and choose party members that would be more interesting. The morale bit is confusing, as it doesn't seem to have much impact on the battles. Neat idea but needs more work on executing!
Yes, I plan to add a lot of work. And with your comment I honestly thinking of making option to adjust the battle speed. Because it was adjusted back and forth various times during the development, however it was a balance to be readable text when it appears. Yeah a large focus is increasing scope and strategy of the game.
The morale bit is in the menu under "Use Morale", you need at least 10-15 morale depending on member. But you can right now use it to restore energy and give them status effects of boosting attack and defense.
I died pretty fast due to my lack of experience in this type of game :O Moving away to simulated battles helped me at least deal some damage and fit the theme. Well done!
Very nice! I'm not familiar with kind of game personally but the tutorial was very in depth and I really liked the unique take of the theme
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