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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?
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
Wow this is a cool idea and I think you executed it well! I do wish the battles were maybe shorter or if I could speed them up or something? Great work!
Yeah, I thinking I might add a feature in future version to possible skip battles if not speed the animation down to 0 so you are going as fast as the computer can process the code itself.
This is a really well-thought-out concept with a lot of depth for how quickly it was made! I like how it's focused more on management rather than combat - it's a fun twist on RPGs. Nice work!
Yeah, I hope to expand this adding even more depth... kinda hopefully pulling it more from RPG with management to Management Sim with a theme of RPG
I like idea that a lot! Excited to see what you develop this into. We'd love your feedback on our game as well, if you haven't already given it. SpaceBus
Added your game into my list of to review, I regularly tackle them when I am not busy in a queue style. Right now me and the composer are discussing how complex is too complex. But I am getting great feedback so most likely will continue developing, however still waiting for what the reviews say ;)
This is a very impressive game, I find it incredible that you made this in 48 hours... Well done!
Thank you, most of the UI and art work is provided in engine, but thank you very much.
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!
Yeah, I tried to give my friends who tested a couple of hours to really play around with it... while they were doing that, could really change the code since they were testing it. So I added a tutorial system since if that was broken it not the end of the world.
Thanks for bringing the game to the stream:
Thank you for playing it. I had fun in your stream.
Added your game to my "To Review" collection
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.
I like and am interested in making all those ideas, with the exception of the randomize story could be hard if you want like a full storyline . But quick moment stories can be done. I hope that I can make you happy with the changes that will grow the game into a full release.
I wouldn't worry about the game, make the game you love :D I was just spitballing things I thought of while I was playing it. Having fun is the most important part to me :D
Oh, no I love stretching my efforts. And regularly I start with some features and let the game and idea dictate how they get implemented.
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!
Well, I got some good news. I most likely will be making it into a bigger game. Even including various AI per party member which you can use morale points to influence.
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 like the idea of removing control from a traditionally control heavy genre. There are a lot of mechanics to explore between battles, which adds replayability. Good work!
Thank you, I have many ideas. If you have any suggestions, I would love to hear them, since I will most likey at least clean it up for proper release if not make it into a fully feature game.
Cool game! I'm not a fan of turn-based games and still I enjoyed it!
Thank you, yeah I tried to make the turn-based combat faster, without becoming sonic fast.
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!
I hope you had fun even if you died a little too fast for your liking.
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
Yeah, thank my testers for being amazing at telling me things that they don't understand as if they never played such again. And thank you for enjoying the theme.
Very nice game, it fits the theme really well and the idea of managing a part is really interesting. My only criticism would be to be to add a bit more player interaction in battles, even if the player is not controlling the characters themselves. The player could have certain spells or abilities at their disposal to help their team fight to make battles more fun. Overall a very solid game, good job!
So, if you are willing to play it again. When the menu once you have about 10+ morale points built up you can use "Use Morale" to influence the attack strength, defense and giving your party members energy.
Thank you, and I do plan if I continue to add more features to provide more influence in the automatic battles.
The members of the party are out of control for the theme but it removes the main part of the RPG battle, being just a manager and watching your party battle does'nt get fun. Maybe you should've tried the theme on a different genre, for eg. puzzle games and action games become quite challenging when some control is taken off.
But trial and failure is a part of learning... I liked that you used RPG maker and tweaked it enough to make battles automatic though.
Thank you, I know management sims are not everyone cup of tea. Sadly after about 5 hours of thinking of aspects to make a game that were most likely not done.... that was kinda the only one that was still on my whiteboard.
I mean this game genre is not my jam but I can definitely see potential for fans of it. Maybe it looks a little too reliant on RPG maker's system and assets. In the future if you want to make a viable game you will need to get off rpg maker and do your own assets tho.
So plan to, I already am looking into how to develop the concept in unity. I am even thinking bring the fights into the third dimension to give it something a little more entertaining to watch.
Yeah that's a good idea! You may want to try godot engine tho. For 2.5D its ideal, and its way easier than Unity.
Thank you, I will look into that. And thank you also for taking the risk, I know RPG Maker has a bad history with game developers. So, thank you for not closing it out at the start.
Great game! Would love to play a more fleshed out version.
Thank you so very much. I got many ideas for ways to make it more complicated and more unboxing the mechanics instead of it kinda just rushing you through the entire game. Thank you, I am glad to hear you love the experience.
Fun game! Can see a lot of potential!
Thank you! I do think when this is all over I might fill out some of the ideas that couldn't make it in the 48 hour period.
Nice idea. There's really a potential for a good management game!
Thanks, your game is really awesome as well. I honestly wish I knew your game prior to this jam. Because I cannot stop thinking of merging some ideas from your game into mine.
Best of luck!
"A completely new twist on the RPG genre" My man has never played a gacha game before ;)
Looks cool tho.
I am unsure the gacha game feel other than the umbrella group of idle games.
I don't have any in-game transactions nor do I see "gacha" mechanism in the game. Everything has a direct influence, you can influence the battle due to where you spend the morale and gold. The closest thing I see to "gacha" mechanism is the shop, which sadly that had to be random due to time constraints, but I do have future ideas to make that even tied to internal values.
All music is custom Argzero music. Most sound effects were made by Argzero (Forrest Z. Shooster). Some of the art was modified by the team, but no original art assets were created.