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Turn Based Destiny's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3517 | 2.291 | 3.500 |
Creativity | #4096 | 2.291 | 3.500 |
Overall | #4113 | 2.219 | 3.389 |
Presentation | #4458 | 2.073 | 3.167 |
Ranked from 6 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?
Turn based game, dice determines what you can do on the turn, enemies can only do the same.
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
Here comes a rather comprehensive review written partly on the fly. :) (I would restructure it if I had more time; sorry for it being a bit messy!)
Observations:
In my eyes, this is a clever, enjoyable, and well-presented spin on ARPG/tactical combat that results in a semi-chess-like battle game. Well done, I was eager to see if there was an end to it before yielding under the vicious attacks of the magician duo. ;)
You only have 5 votes (soon 6!) at the moment I am writing this review, I hope your game gets noticed and rewarded the way it deserves to be, I see it as worthy. :)
Technical question: Ah, I see on the game page that you used Love2D! :) I love (! XD) this framework, almost used it for this game jam, but I was unable to correct the problems that arise for a navigator version made with love.js, and was afraid I would have trouble cutting out a proper menu template from a previous game. Did you use any library for the user interface, or made it all yourselves? Just out of curiosity. :)
Hey, first of all i want to thank you for your awesome comment, you spent a lot of time helping us to improve and I am really glad and proud reading your message. Thanks, I will try to bring you some answers about the gameplay.
Answers:
(do not apologize for your comment, they are awesome btw!) Having a lot of dice rolling is a part of what we wanted, but yes, always having at least one action would be better for the game feel ^^
(spoiler: some heal have mana cost other are free :P)
(Tech questions are not for me!! :P )
I’ll thank you one more time, and hope you had a good time playing our game!
Wish you the best, and sir, seriously, stay this awesome <3
Thank you for the detailed answer. :) (You were not forced to address my every remark, I am a bit of a fussy nerd, writing everything down. XD)
Yes, I gave it some thought afterwards and realized it. So, it was not a ‘nice’ idea, but a terrible one. XD
This is what I understood; I was just noting the contrast between magic and mechanics/machinery. ;) (By the way, one game that mixes the two is Arcanum: Of Steamworks and Magick Obscura; never played it, but saw a video about it, and it seemed interesting, from the creators of the original Fallout and in the same vein, with an awful lot of freedom as to how the events depend on you.)
Cunning system, I like it. :) It reminds me of the general ‘bag’ concept, which is used at least in some versions of Tetris to select the next few pieces (RNGenie Corp from the game jam used it; funny game by the way, try it if you did not ;)), except yours is weighted.
All right, I’ll try. It comes naturally to me, though. ( ͡° ͜ʖ ͡°) *stated in a deep Duke Nukem voice*
More seriously, I wish every game got its well-deserved review and its fair share of votes. I tested almost exclusively few voted-on games, yours was on the list. ;) It’s unconscionable my comment is the only one you had, and you had this few votes (while some clickbait thumbnails skyrocketed in popularity)… ._. Of course, votes are not an end in themselves, but it means less people came to see your work.
I created a personal collection Petits bijoux (that would be Little Gems in French) where I put your game as an inauguration; I am a total nobody (so, do not expect to get on the news XD), but still. :) (I may add other game jam games there, I have yet to decide. I put No More Mr.Dice Guy in Humour, but I wavered a bit with letting it in the other category. XD)
Alors là !! Je me permets une digression : je viens de jeter un œil à ton compte par pure curiosité, j’ai vu le titre Aventure en français, alors je me suis interrogé, je l’ai ouvert, et je vois que… c’est un jeu de game jam Gamecodeur, alors que j’ai moi-même participé à une game jam Gamecodeur ouverte au public (la 36, sur vThumby) tout récemment (ma première game jam) !! :D
Je ne savais même pas que tu étais français. Le monde est tout petit ! ;)
Bonne continuation en tout cas, les gens. :)
En effet le monde est petit haha. J'ai suivi la formation gamecodeur pendant un moment, mon affinité avec love2d vient de là :P !
Bonne continuation à toi aussi, et reste comme tu es, t'es un vrai bonheur à lire ^^
Thank you so much for your review! I'll be answering your technical questions: the game was made in Love2D 11, and with a custom package I made and maintain for my personal use. I searched during this jam for love.js, but ended up not using it. I'll make sure to take a look in the future, as having a navigator version could help a lot for sharing games!
The bug you mention in your 18th point wasn't caught during the game jam, but only wrongly displays the highlight, the game wont let you cast it!
Thanks for the technicalities. :)
I see, good practice; it’s interesting to see how the others do. I should definitely create such a proper template; thought about it for quite some time, but… still not done. I was lucky I could reuse the menu/interface code from my previous game jam. XD
Being the responsible game wrecker that I am, I did try casting it and noticed it was safe. ;)
Apparently, people play a lot more when there is a Web version, although I do not know the ratio.
Nonetheless, Web versions can have specific problems (as to sound, resolution, and other things); and I can talk about my (small) experience with researching love.js: there are two possible versions you can compile, a ‘compatibility’ one and a ‘normal’ one. The official documentation says that the compatibility version should be more universal, but with possibly ‘dodgy audio‘; it was worse than that: the function for stopping the sound made my game crash! So I went for the normal version, which did require taking care of the
SharedArrayBuffer
problem (it prevented the game from launching…). I did not know how to set up the HTTP headers properly for a local server to solve this, so I experimented directly by uploading to itch.io: theSharedArrayBuffer
issue was indeed solved by ticking the right option, but… I was then served with another crashing error (Uncaught TypeError: src.bufQueue is undefined
, even though I had tried increasing the allowed static memory). This was the end of my attempts.Tell me if you get it to work, but it does not sound straightforward, and may depend on your game.