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Hero Trainer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2471 | 3.250 | 3.250 |
Overall | #2922 | 2.944 | 2.944 |
Presentation | #2976 | 2.917 | 2.917 |
Enjoyment | #3067 | 2.667 | 2.667 |
Ranked from 36 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?
Typically you're the dungeon crawling hero, but here you act as the dungeon and try to ensure the hero is properly leveled by the end of the game. The gameplay is like a tower defense but you _want_ the hero to reach the end with enough experience to continue their adventure (sequel setup ;) )!
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
Interesting idea! I think that instead of a discreet XP value that you have to reach each turn, it might be better to have a total XP that slowly builds - that way each level becomes a balancing act of how much you're willing to risk killing the hero to get them just a lil bit more buff for the showdown. As it stands, I could just chuck a couple axes down at the start of the level and be done - I didn't really see why I needed to use the other units.
Interesting concept with cute monster sprites
Pretty cool concept. I can see this to be very enjoyable with more polish and right art assets.
Neat game! It would have been cool to have a toggle camera button that is either free roam or following the player, and maybe just a bit more balancing of the enemy types, but I like the whole premise of it!
This is a really neat idea. I could see this being expanded to be a very interesting full game. The pseudo push your luck aspects are cool. Nice work.
I think I've seen many other games with this same interpretation of the theme, but I like how you made it a sort of balancing act where you had to level the player but also not kill them. Thing is I often just found myself spawning a few enemies until the player reached max exp, then waiting like 20 seconds for the level to finish. In that way it wasn't that fun, but I guess if you tried adding some more mechanics to this it could have some potential. Like the music and stuff too btw.
Awesome concept and cool design. I liked it :)
Really fun! Great monsters, great OOFs, and I love the Dungeon Cleared music. Nice job!
This is a fun concept. Good interpretation of the theme. I like it!
the part where you are trying to help the hero made it stand out from other games that tried this kind of concept and I should tell you, i really liked this design choice! very cool game man nice job.
If you place the unit really close to the hero as he walks by, he can gain XP without taking much HP loss.
Great tip!
I like it! It is a nice balancing act to not hurt the hero too much. You could expand upon this by adding boss powers which aid the hero and then make it a back and forth, but as a Jam game this is really well done! 10/10
thank you! we were shooting for adding a final dungeon you send the hero through when they're strong enough, but didn't have the time haha.
pretty cool take on the idea
Thanks
good game although its a bit hard sometimes.
Yeah balance was really hard to figure out
Great game! I love the idea of playing as a dungeon master and having to balance encounters. The presentation is really good too :)
Thanks we worked really hard on it. Glad you enjoyed it!