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Inventory RPG's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1247 | 3.657 | 3.657 |
Overall | #1605 | 3.390 | 3.390 |
Presentation | #1670 | 3.486 | 3.486 |
Enjoyment | #2087 | 3.029 | 3.029 |
Ranked from 35 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?
Instead of the player being the Hero using their inventory (the system), the player is the inventory (the system) and must make sure to drag&drop the correct item to let the Hero progress; the player cannot choose the item they want to use, it's the system (Hero) who asks, and the player is now the system behind the game
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?
No
We used pre-existing audio
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Comments
I think the slow difficulty curve is good for people who only play games casually, but I don't think that makes up vast majority of this player audience. In any case, I think that this slow curve was the safer option so that more people would possibly enjoy it (edit: it as in the game) and for a longer period of time.
In the future, I think a good way to fix this is by allowing people to start at a certain level (like 30 or 60), and have the goal to be to get the highest score instead of the highest level, having people earn more score the higher the level they are at. Kind of like the system used in Tetris (or at least the browser version I play sometimes).
I get that there is a 48hr time limit, and you did a great job at making a game in that time, but for next time (or some small update, idk), this would be an easy solution that theoretically wouldn't take that long to implement.
What a fun idea! Loved the original Dragon Quest aesthetic that this game has. All the art looks consistently 8-bit, which is always a plus.
My main nitpick is that it takes a while to pick up the pace. It only gets challenging around lv. 60-70. Wonder if you would have this speed at, say, lv. 30?
The cheat sheet on the left is also a bit hard to read.
Nonetheless, had a blast playing! Got to lv. 89 ( •̀ ᗜ •́ )ᕗ
GG! I liked it a lot. I had trouble finding the title of the thing I needed because it was so small. Maybe fix it later? Did you pull an all nighter during this jam? I've seen a few people who did. GG! I liked your game!
Liked it! Feel like the timer could get shorter and shorter as you level up, and maybe even take out the names on the side so you have to guess what items are. Overall, cool idea, just would've liked some more to it.
Really like the art! I think the gameplay is a bit repetitive, but I think what could help a lot is if you fight different enemies. At the moment, it feels like you're fighting a slime that never dies forever, but seeing enemies go down after every few hits might help give a sense of progression. I did like figuring out what everything was though!
Fun to see another inventory based game!
Your sprite art is so good! Did you make it all yourself?
Yes! All of the visual assets were made during the jam!
I must say, the concept is pretty neat...
But I don't think, this game is that engaging, to be brutally honest with you... It gets pretty repetitive really quick. In my opinion, this idea can definitely work, but not with execution like this...
But on the bright side, this game has its mechanics well thought out, and I like how it tutorializes the main controls by literally having you to drag and drop to START the game. I can respect that!
Very creative! Would love to see this expanded upon.
Like the concept, the next RPG game needs an inventory system like this instead of the menu XDD
I like the concept here, inventory management for an Auto-fighter could be really interesting - especially if it gets more frantic and demanding over time. Here, I think the hero's requests could have used a bit more time pressure, maybe with the enemies moving towards them, to really sell the idea. That said, the theme was clear, and the drag and drop menus were really creative!
I agree in that I like the concept but it did get a little repetitive after a bit. I think it's a very good start!
Good presentation, but not really much to do beyond dragging the same items to him over and over again. I think if you had more time you could have introduced some incentive to continue playing the game.
Yeah, maybe by creating a FEVER bar, you could spam drag&drop whichever Item you want (as long it's not the same) and gain lots of levels (ergo increase the Score), but it won't let the time limit reduce
Thanks for your review!