Real solid game! One small thing I wish I knew was how to start the round! I figured it out but wasn't sure how to at first.
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RPGMAKER Maker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #916 | 3.796 | 3.796 |
Enjoyment | #1002 | 3.463 | 3.463 |
Overall | #1266 | 3.525 | 3.525 |
Presentation | #2085 | 3.315 | 3.315 |
Ranked from 54 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?
So in this RPG Maker game, instate of you play the game, you design the game for NPC.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Thanks for giving my game a try.
You can go to the beginning entrance or the end of the dungeon to start the round.
I tried to let player know how to start the round by writing in the opening dialogue, however It seem to get missed a lot. I definitely need to improve communication in the game with better visual queues and tutorials after this Jam.
very good idea and executed pretty well! just wish the enemies had a few abilities and maybe a more engaging battle system!
The concept and idea behind this is awesome. I agree with the feedback here in other comments that it's a little bit too complex on first playthrough and that it would be nice to direct the player more. Really great achievement for what you've managed to do in only 48 hours, nice one.
Woah, this game has a lot going on (in a good way). The tutorial text dump is a bit hard to get through, but the actual game mechanics themselves are really sweet. I'd say it's probably not necessary to let the player set the exact attack and health of the monsters, that's one step too many imo. But overall this idea has loads of potential, if it was refined just a little bit more, maybe a little less complexity at the start and let it ramp up over time. I'm really impressed you managed to make this in RPG Maker and in only 48 hours. Nice job!
Thanks for giving my game a try and feedback!
I definitely plan to create less complexity at the start and let it ramp up over time, but taking a complete system and taking the parts out and introducing them in order that not break will take time thus, not be able to do it. I after this game Jam, I actually think that I should create system independently but not whole at a time, then try to take it apart and put into tutorial. (while I might face the problem that later the independent system somehow not work in the whole things, that will be another story)
Can't believe you put together a dungeon builder system, a combat system and tutorials with dialogues, all in a jam! Aand all with sounds and visual effects!
Maybe the only advice I can gice is to semplify and speed up the combat (ex. choose from a pool of monster instead of setting HP and ATK, and let it fight the hero on real time instead of turns).
Thanks for giving my game a try and suggestions!
Setting HP and ATK is a preferred way of mine instead of .choose from a pool of monsters, I want to be able to adjust on the fly (ex. The player has 20HP you don't want to let the player die the next 2 hits so you adjust from 10 atk to 9 atk makes the player feel challenging but not kill the player), however, I do consider to make a preset system for the minions atk and hp value, however not enough time to implement it.
Very interesting and creative idea! I do feel like the ragequit feature shouldn’t have been tied to per-turn RNG, but to player deaths. I know I wouldn’t ragequit mid-boss fight unless I died, hahaha. Placing chest and enemies, but not deciding on their contents or stats before the player reaches them was a very good idea, and gives you a good chance to adjust difficulty on the fly!
Very good job!
Thanks for giving my game a try!
Honestly, I do think a good game needs to have some form of RNG manipulation based on the player's performance, like Resident Evil which will drop more ammo if you are low, and fewer enemies if you keep dying. So, the Idea comes from there, and I don't want to make you just watch the player play too long, I want more interaction when it's the player's turn.
About the rage quit mid-boss fight, let say the boss with max health is 999 your attack is 1 and you can't escape, the best part is the boss somehow also take forever to kill you, that is why I let the player tied to per-turn RNG.
The idea is great and the game is really fun to make and play. I liked how the player kinda thought a bit and went where he wanted and not just how you wanted. The game is really cool and fun and trying to make the player think the game is not to easy without raging him was a very good idea. Good job!
Really good game. Love the idea and the execution. Hate the player though. He hardly explored the dungeon, couldn't find any upgrades and had the gall to rage quit. But thinking about it that did put me in the mind set of the demon lord. Fantastic job!!!
The game is well made, but It needs fixing since the player rage quits even though the rage bar is way too low and not many turns have passed.
Thanks for giving my game a try!
The meter is just for reference the player actually will rage quit based on RNG, the higher the rage meter, the higher rate the player will quit.
My thinking is that the player won't have a fixed value to quit a game. (Just like when you light the path the player is not necessary to go there, but have higher chance to go there)
Maybe I should try to communicate it better in the opening dialogue.
However, in my many testing, player rage quit when the bar is low just once or twice, which is in my opinion, an acceptable range.
Really cool idea! Skipping the enemies as an option would be cool, and even the option to add different kinds of enemies would be cool.
This is a perfect 5 star game.
What a masterpiece. I love it.
Good Work.
The dialogue is suburb. I've seen alot of people attempt the "Player makes the game" but this is easily the best ive seen yet.
Absolutely awesome idea and nice realization!
As experienced RPGM user, I can imagine how tricky was creation process.
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