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A jam submission

Lady Luck in: Plot ArmorView game page

Be the agent of luck who puts items into RPG monsters!
Submitted by Thinker (@FrostyChao) — 2 hours, 9 minutes before the deadline
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Lady Luck in: Plot Armor's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#3844.0454.045
Overall#15093.4243.424
Presentation#17483.4553.455
Enjoyment#27702.7732.773

Ranked from 22 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?
Play as an agent of Lady Luck, controlling monster drops and helping the hero win their RPG battles

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

Submitted(+1)

Really nice concept and fun to play! Great job!

Submitted (2 edits) (+1)

What a cool mechanic! Ever since I first learned how to play Minecraft, I've been strangely fascinated by the concept of discovering new crafting recipes by experimentation rather than by wiki page. The warmer-colder crafting hint system is really cool way to guide the player continuously toward the result rather than have it be complete guesswork. Once I figured out what was going on, I stopped referencing the guide you added at the bottom so I could discover for myself the recipes I hadn't memorized yet. I'm kind of wishing you hadn't put that there. I assume other people were getting confused?

I do have several complaints though:

  • Recipes should not care where you place them on the grid. If I craft a health potion on the left side of the grid, it should work the same as if I put it in the middle. If this is an issue for the way the crafting hints system works, maybe you could make the hints only teach you how to make the centered potion, but still allow you to craft the potion in any orientation if you have the recipe memorized.
  • When I saw the resistances/weaknesses graphic, I thought the up arrow meant "damage to this monster of this type will be increased". But it actually means that it has a resistance to that type. (Plus, it made sense to me than an electric fan should have a weakness to electricity, not a resistance.) Maybe use a shield icon to represent resistance instead of an up arrow.
  • Instead of "39% fire rod", have the wording be "39% of a fire rod". I thought that message meant that it will function as a fire rod but only deal 39% of its normal damage or something.
  • The enemy item slots are confusing. I have the resources to craft a large healing potion and a small healing potion, so I craft them both and send them as loot. But then the small potion replaces the large and overwrites it despite there being another open slot. Does each slot only carry certain types of items?
  • Sending weapons as loot doesn't really make sense. The weapon won't be useful until the current enemy is defeated and you have no idea what weaknesses or resistances the next enemy will have. So having an enemy slot just for weapons seems especially pointless.
  • My materials box kept getting filled with junk I didn't need when all I wanted was green blocks to craft health potions. Then when I did get a green block the box was so stuffed that I would get buggy behavior. I would grab two blocks at a time and that would cause one of the two blocks to be destroyed when I placed them. (On my winning run I got way more green than I needed. Maybe you could flatten the randomness a bit so you're guaranteed to get each block at least once every n dispenses.)
  • The purple blocks were dirt useless since I never figured out what the glass potion does. On my winning run, I only ever kept one purple block in my materials box just so I could craft a lightning rod if I needed.

But even with all of those issues, I had a lot of fun with this! There were a lot of tense moments where I tried to craft something really fast in order to save my player. I just think that if the game was tutorialized a bit better and had fewer confusing UI design choices it might be easier to get into. Great work!

Developer(+1)

Oh wow! Ty so much for the super thorough feedback! I put the recipe list there because some people were getting confused yes, and I agree with the points you've made.

I thought about the positional thing after submitting, but I was so tired I couldn't make a patch before the deadline. The UI, well, it is kinda of a mess isn't it hehe. I think I should've kept it simpler to be honest, the idea looked great in my mind but there was no possible way I could have fitted everything there with my skills and the allowed time. 

Anyway I'm super happy that people are thinking the game has cool mechanics for what it is. I'm saving each feedback to apply on my next endeavors. Thanks!

Submitted(+1)

Super interesting idea and I like the visuals!

The enemies stopped spawning when I didn't make the sword properly in the tutorial, but after restarting, I did complete the game!

Submitted(+1)

Cool idea! The recipes in the description definitely helped.

Submitted

If this game had a recipe book it would be so good, it is unfortunate you didn't have time for it. I ended up just making a lot of fire swords and an armor piece. Also, I don't know what the other 2 blocks do. I assume the one with bubbles is water, but I might be wrong.

Developer

Hi! Yeah, I'm kinda beating myself for not putting what could be a simple overlay image on the click of a button hehe. The blocks are the Iron Block, the Fire Block, the Earth Block and the Lightning Block. The one with the bubbles is Earth, but I agree it is not that intuitive, I just wasn't able to come up with a more convincing one.

I ended up adding ALL recipes to the game page, just so people can play without being utterly confused. My initial point was to make people discover recipes and try to come up with ways to defeat specific monsters (such as changing to fire sword / lightning rod / claymore on a few fights, all while raising your stats to face the last boss), however I didn't imagine it could raise frustration for not being able to find out the recipes.

My initial plan was to have much more recipes, to "reduce" the amount of wrong possibilities, but I lacked time. I also intended to add tooltips so you could inspect the blocks and the icons to figure out what the strengths/weaknesses meant. But alas.

All in all, thank you very much for playing! All the feedback has been great.

Submitted

while kinda hard to understand and learning how to build things were confusing it was overall well presented and a  fun play!

Cool idea but quickly became frustrating as I ended up creating nothing over and over despite having situations with over 60% outcomes. A recipe book or other combination reference of sorts would be a much welcomed addition.

Developer

Yeah, you're right! A recipe book was planned but I had to skip it because of time constraints. Every recipe (Except for one IIRC) has a pattern in which it gives the item with a 100% basis. by figuring out the patterns you can ensure the results, but sometimes using less resources can be a good alternative if you get lucky.

The game was supposed to play more or less like a roguelike (the enemy sequence is somewhat random), and by knowing the recipes you could take advantage of it by ensuring the outcomes you def want, and taking chances to get other stuff that are less critical.

Sorry you got frustrated, but thanks for playing and I really appreciate the feedback!

Submitted

The game is really cool, i liked the concepts to manage the loot for the player haha that's creative
On the art part, it's pretty simple on graphics but does the jobs and it is nice looking, i pretty liked the musics and the sfx are well choosed !
After some time of playing i found myself pretty lost on not being able to control the game beceaus i made the same schema and multiple items where generated ( heal potions and sword ) , or maybe i didn't understood the mechanics so that can be from me haha :) 

But anyway, this is still a great entry and i enjoyed it, very cool keep up the good work !

Developer

Hey, tyvm for playing and commenting! The music is my own (one is a remix of an Erik Satie piece, the other was from another game of mine), but I made them months if not years ago. I had to save time hehe, but I'm very glad you like them.

One thing I was kinda worried about is that the game feels rather complex for a jam game. The closer you get to form a perfect pattern, the higher the % of making the item is. So you can kinda trade and juggle between certainty and luck (which is in a way aligned to the whole lady luck motif). I found myself having a lot of fun playing it, but I already know all the patterns. As someone else said, a recipe book would indeed be welcome .

Thanks again!

Submitted(+1)

Gosh, this game is incredibly impressive!! A super creative, on-theme, outside-the-box idea + fun mechanics that make you feel smart + tons of replayability value + visually and musically SO stunning! An absolute gem.

Developer

Thank you for playing and the kind words! I'm glad that you felt the game had lots of replayability value 

(+1)

I want it to attack faster but I end up making a bunch of healing potions XD