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NXT Corp's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #991 | 3.577 | 3.577 |
Overall | #1905 | 3.051 | 3.051 |
Fun | #2187 | 2.769 | 2.769 |
Presentation | #2452 | 2.808 | 2.808 |
Ranked from 26 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?
Experiment with monster fusion to find which join together best.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
The consept is great, but the play could be made a little more fun :)
The core concept is great. Fusing monsters to create stronger or weaker ones is very cool. It can easily be expanded upon and has great potential.
At the moment the combat system is very prototype like. Once you figure out the ideal strategy (use what the enemy would have won against in the last turn) there isn't much to it. I think that type based combat would fit the game well and if you plan to expand on it please consider adding different damage types/resistances.
I didn't really understand how catching monsters works. Catching them in earlier areas worked more often than trying to catch them in later areas. (Is it dependent on the level difference between your monster and the other monster or was I just unlucky?)
What I really like about this concept is that you can either grind to get better monsters (by leveling them), or search for combinations that are stronger than your current strongest. (I don't know in how far this works in the current state of the game, but I think it's a very great idea to get rid of grinding without getting rid of grinding)
Is there any reason to have multiple monsters of the same type? Maybe catching a monster of a type you already have could somehow replace/level up the monster you already have. This would make grinding easier and not flood the monster list with useless duplicates.
It took some time for me to get used to the game. Once i got into it I started enjoying it. I'd love to see this developed further.
Thanks so much for the feedback! I agree that the combat system is very shallow currently.
The stronger monsters you encounter in later levels are a little bit harder to capture, since the jam ended I've made it so you can throw multiples ropes at the same monster so the RNG is a lot less annoying now I think. I really like your suggestion that catching multiples of the same monster could level up your existing monster rather than just accumulating, I think I'll try and implement that today!
Thanks again for checking out the game. ^^
I love the concept of this game! I would so love to play this if it became a more polished and developed product. I love the merging of monsters, it's a great idea! For improvements, I'd suggest there to be some kind of feedback to know what type of attack the attacking monster will do, in battles in Pokemon, for example, you can often tell by their design what type they might have, and you can also identify to know for certain. It would be nice to have something to help with the strategizing of attacks a bit. Overall, I liked it a lot!
I definitely agree that the battle system is very shallow at the moment, perhaps I could add a class system that interacts with an elemental system but I haven't thought up anything solid yet. Thanks for checking out the game!
What a great core idea. I love the idea of a Pokemon-esque game where you fuse monster to fight other monsters, and it's an idea that could be taken much further. I'd love to see, for example, a stream monster having specific steam powers that affect water but not fire. Like, break out of the short/medium/long attacks, and theme them to the monster. But this is work for the post-jam version if you're going that way.
I loved the little monster drawings and how they merged together. I also loved the framing of the story, creating monsters to take over the world. I think you can learn into that more (maybe monsters in vats before merging, maybe fighting "heroes" with your monsters, etc) but loved what was there.
There is a minor issue where you can win a fight and keep attacking (and getting attacked) but it was a fun experience and a great proof of concept for something that could be great!
Thanks so much for the review! I'd definitely like to improve the depths of the battle mechanics a bit, I've already fixed the progression issue and improved some other things like UI so I'm looking forward to releasing the new version when voting ends. ^^
Simple but very good art, very simple but functional gameplay, the music gets a bit boring with time but it's a jam so I totally get it. I really liked the idea and the game kind of caught me when I saw the possibilities I would have doing other combinations! I have some feedbacks: Could have more visual feedback in battle, button to exit the battle would be welcome, an option to select merges I've already made (every level I needed to remix), when the merger happens to ask if I want to go with this merger or not, it was quite frustrating to have to play several levels with mergers that failed until they got it right. Anyway, good job I hope it continues with the idea has a potential "pokemon" in it that I liked!
Thanks for the feedback! I already added the retreat option and I'm working better fusion display so I'm looking forward to updating the game post jam. ^^
lol Very good then!
It's an interesting concept, but the game seems a bit too easy at the moment. The attacks all seem to do a similar amount, and especially without sound effects, it just feels like you're clicking on a button to win, rather than playing an actual game. If you were to add more visual effects to spice up the gameplay, differences between the attacks (aside from "this one does 16 damage, this one does 17 damage"), and just a bit more game to the game (heavy vs light attacks that use up different amounts of stamina? something along those lines, just a bit more for the player to worry about besides hitting the basic attack button), then this could be a game that's a bit more fun to play.
However, I'm not familiar with games like this, so maybe I'm just not used to how they work.
You're absolutely right, this is why people don't usually create RPG's for a game jam. In the interest of creating something relatively polished within the timeframe I simplified the battle system a lot and made it relatively easy so people wouldn't be turned away before trying out a bunch of the fusions. Thanks for the review!
Very orginal entry! It's fun to experiment on top of the battle system, good job! (I can't imagine the work behind the UI, it's so slow to make)
Thanks, I'm glad you enjoyed it! UI will be the end of me. xD
ahaahha good game
Two words "Big Slime". This rotund madlad carried my team through so many areas, absolutely stomping out the competition, maybe a bit too hard... Haha I had quite a bit of fun with this game, though it would be nice to be able to see the results of fusions you've already tried in a third column, or have the ability to back out of a fusion rather than run with it in the case of a failed one as you have no real chance of succeeding so it sorta just puts off your next actual run. Definitely would be cool to see the monsters in color and perhaps to have a bit more depth to the combat, though there is something nice about a classic "rock-paper-scissors". Great work!
Thanks for the feedback! I've been working on the game a bit and I've already added a retreat button and am working on colour but I really like the idea to show results of fusions you've already tried so I'll work on that next, I really appreciate the suggestion!
Cool idea! It's a neat take on the style of game! I like that you have different levels in the game! I noticed that most of them were really easy and the different attacks didn't feel like it was too different. At the same time, I'm not very experienced in this genre of games so I may not understand the nuances of the game lol. I liked the shop feature! Great job!
Thanks for playing! The battle system is definitely quite shallow, I would have liked to make something more interesting but unfortunately I didn't really have the time.
pretty cool, i liked to see which fusions i could get! i would have liked to see which monsters i had selected to fuse, they should be highlighted somehow. also i noticed you can keep attacking after the enemy's fainted. with just a bit more polish this could be a great game!
Thanks for the feedback, I just implemented both of your suggestions. ^^
that's great!
This is a really nice concept, I love the themed-based spin on ‘mon’ games. I had a hard time with the display - mainly know what monsters were what, which ones I’d selected etc. But the RPG encounters were neat, and a little expansion on that would make this really fun I think. Nice work to get all this done in 48 hours, though!
Cool idea, the slimes look cute. Kinda wished they had colour tho, its kinda hard to tell which is which, even after the fusion has happened.
I dont want to make you feel bad, but the music was kinda frustrating. I get it, its hard to make good music in 48 hours, dont worry about it.
Also I guess it goes without sayingt that this needs some more visuals. Firstly you need to add a way to tell which slime you've selected from the list, secondly, you need to make a way to keep track of all combinations. Sometimes I went into battle with a combination, and lost it on porpuse as fast as I could to try and get another combination. Also, a button to leave levels would be huge!
Still, I really liked the idea, the more I played, the more I was surprised at how much you actually put into the game. Even if its more of the same, you made so much in so little time, and to me thats a win.
Keep at it, you seem really talented at this and I hope to see more of you next year.
The monster fusion was cool, I liked seeing what outcomes I would get and thought the matchstick combos were funny. It would be great to have the ability to back out of the level select, toss a rope at a monster more than once, have a visual indicator for what monsters I've chosen to fuse, and some way of knowing what range type a monster is.