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A jam submission

You Are Now The BossView game page

What if you were the dungeon master instead of the brave hero?
Submitted by Codian — 2 hours, 17 minutes before the deadline
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You Are Now The Boss's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#9123.8573.857
Overall#9463.6483.648
Enjoyment#9473.4863.486
Creativity#14203.6003.600

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?
You play as the dungeon master defending their dungeon instead of the hero trying to clear it.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted

Interesant concept, realy nice art, keep going. If you want you can rate my game.

Submitted

Great concept, and it really nails the need for multiple rooms with heroes swarming past. However if cards became more powerful rather than more frequent it would give more time for though in placement. Had a bunch of fun playing it!

Submitted (1 edit)

The game was sort of fun, but I felt like there was one major problem holding it back: it doesn't really know what game it wants to be. It feels like it's trying to be a battle royale, an idle game, and a deck builder all at the same time. You need to pick a genre and stay with it. You can't have quick reactionary trap placement, and then also have strategy deck gameplay.

If you want fast-paced battle-royale-style gameplay, I would invest more resources into making sure the GUI was more intuitive and responsive as well as tuning the decisions to be more obvious what you need to do, just difficult to manage everything at once.

If you wanted to go more down the idle game path, making the enemies have more health/more cards that do stuff over a long period of time as well as getting cards less frequently would be a good idea, so you have more time to plan your decisions while the battle ensues.

If you wanted more of a deck-builder strategy game, then add a pause button, since you can't read the cards if you're in the middle of the action, as well as put more resources into developing a more diverse deck that would lead to more strategic gameplay.

I have no idea what kind of game you were going for, but whatever it was, I think there's a glimmer of a good game in there somewhere, if you keep developing it, maybe you can bring it there.

GG

Submitted(+1)

For some reason instead of carefully thinking where and when use my cards I spammed them because I had just too many of them. Also some sort of a pause to read the text the cards would be nice.  Glad you  added progression by adding rooms over time - nice touch. 

Here is my first attempt:

Developer(+1)

Thank you for the video and review! :)

Submitted

Looks good! Needs some improvements in the deck building aspect but i would like to try it with new features!

Submitted (1 edit) (+1)

The game looks so beautiful and polished, I  really wanna play it more, but I couldn't put up with the card mechanics.

  • It's a fast-paced real-time card game, but card text is lengthy and hard to read (it's a tiny pixel font), so inevitably I lost a lot of health just trying to read card text and grasp what it did. Make the text much simpler or make the game turn based, pick one.
  • Give the player a timer at the beginning of the game like in tower-defense games, so they can prepare for the onslaught (and read those lengthy cards).
  • If I want to pick a specific card, they are too close together, so often times I grab the wrong card by accident. Give them some space, so I can reliably grab a card if things get heated. It's not like you'll get 10 cards in your hand at any point anyway.
  • Because they are so close together, it also makes it much harder for me to see which cards I'm currently holding, meaning I gotta scroll my mouse across my entire hand pretty regularly just to get the basic info needed to form at least something that resembles strategy.
  • On the topic of cards, at one point I could only grab them from the left side or by the icon instead of center mass. That could be a bug, but it was very detrimental to the play experience and one of the initial reasons I stopped playing before giving the game a second shot.
  • If you're going to animate the cards, don't also animate the collisions. If I hover over a card, the animation can make it possible for me to choose a different card at the last moment, because the collisions moved. Same if I want to grab a different card instead of the one that is currently huge.
  • Thanks to those same animations, a bug can appear where the card stops becoming selectable unless I re-select the card. Again, frustrating. Those could also contribute to why the game got picky sometimes with grabbing cards.
  • When placing monsters, the placement is canceled automatically if if touches the wall at least a tiny bit. I think the game should help you here by moving them out of the collision and into a proper place, which should be easy if the level is grid based. Only cancel placement if I intentionally place them somewhere dumb, here nothing can fit.
  • Small touch: make the corridors red when grabbing a card, letting you know immediately you can't place them. At first I didn't know why I couldn't place them until I realized there is a monster limit per room and corridors are purely connectors.
  • Late game, the enemy swarms got so huge, I just started spamming all monsters and spells, since a single monster couldn't do anything against 4 knights and spawners work too slowly to act as a deterrent. I didn't feel like the fight were fair. I think slowing them down could not only make late game a bit more lenient, but also make the early game more inviting.
  • Maybe monsters from spawners shouldn't die if the cooldown runs out? I want to use them when they're at their most effective (away from the enemy, ready to build an army), but instead I'm forced to use them when they aren't useful at all, next to the enemy where they die instnatly. You have cannon fodder enemies, but you won't let me play them as such - they're treated instead as singular, stronger enemies (which they aren't).

I sound very harsh, but that's because I wanna love this game so bad and play it, but all these issues prevented me from even penetrating the game and giving it a fair shake. The game was constantly giving me reasons to quit. It's a card game where using cards is not fun or easy, and if that isn't fun, there's no reason for me to keep playing.

Developer(+1)

Thank you for the in-depth feedback, it's really helpful!

Submitted

What a nice concept, really a solid, polished game, nice work :3

Also i got to dungeon level 5 with 47 heroes killed is that good?

Submitted

Lovely game! It felt really polished, and it was a creative idea. I felt like the difficulty became a bit extreme as the run went on but maybe I was also just not very good. I also think that some music or sound effects would have gone a long way and it was a bit hard to read the cards as they were really small - could also be because of me using a 4k screen. Overall great entry, well done!

Submitted(+1)

honestly, this was a very fun playthrough! I am truly impressed!

firstly, the game looks so nice!
visually it is excellent I really dig the colors and the pixel art! the tiles and dungeons are so cool! the game is very matching thematically thus leading to a visually pleasing experience,

game plays well overall, controls are solid, and the gameplay loop quite satisfying too, it did not get stale as fast as I thought it would! so my experience was quite fun!
on that note I found the game quite hard too, I was overwhelmed easily and it took me a few tries to understand what is going on and actually enjoy the session.
the concept is quite smart and well executed so well done on that too! great work especially for a such a short duration!
the game has quite the polished feel thank o its excellent visuals and solid gameplay, my only small complaint is the balance, the game needs a bit of nerfing on the difficulty and perhaps a small guide to help players, other than that, the concept has a lot of potential, I would totally play something of this nature in a more expanded take,
overall a very solid entry, and a memorable one thanks to the visuals, the concept and the charm of the game, great work!
 

Developer(+1)

Thank you!

Viewing comments 29 to 21 of 29 · Next page · Last page