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A jam submission

Pro GM MoveView game page

Submitted by Poishiche (@Poishicha) — 28 minutes, 11 seconds before the deadline
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Pro GM Move's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#5953.7273.727
Overall#12273.3433.343
Enjoyment#14543.0913.091
Presentation#18543.2123.212

Ranked from 33 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 need to cheat by rolling the dices of your players as a GM

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

Submitted(+1)

The idea is really cool, reminded me of card shark! The art and music also fit pretty well

I did have some issues with the controls though, not sure if some dice are not usable or if that was a bug? Also it seems like there were some issues with the texts which made it a bit hard to understand at times... For example cutoff texts or weird abbreviations? (Damage is usually DMG and not DAM?) It was also a bit tricky to understand what the new dice you get do

Developer (1 edit) (+1)

Thanks for the feedback. The game is indeed a bit buggy when one of your heroes die. Also thanks for telling me about the "DMG" stuff, I'm french and I didn't remember that it was a convention.

Submitted(+1)

Okay, the idea is really clever!

It's a fun take on the GM trope, and it has so much potential!
The fact that you're on a timer adds up a lot of challenge.

Great submission! =)

Submitted(+1)

Very neat graphic and music. Original idea but as DnD player I always roll my damage dice and not my master. My master sometime admit that he cheat because he roll low dice for monsters so he claim natural 20, lying obv 

Developer

Thanks !
I never do GM nor D&D but on other ttrpgs I played our GM always roll all the dices (players and enemies) so I took that as a generality. x)

Submitted(+1)

overall great idea and fun game!

I was a bit confused with the GM controlling the dices of both players and npcs, so just a bit of friction with the immersion side of thing on the theme.

Submitted(+1)

Nice art, and the idea is interesting! You always want the healer to do a max roll, so no much strategy on that one, but it forces you to use some time to get a good roll so that's a good thing! It keeps the pressure up!

I enjoyed the experience :D Thanks for the game

Developer(+1)

Thanks a lot ! I had plan harder effects for the healer like "only heal on a odd number". But I thought it would be too confusing for the jam so instead I made him pretty bland to ensure that everyone could at least see the end of the 1st campaign.

Submitted

I had an idea about being a GM originally as well, good work

Submitted(+1)

Awesome! Really Enjoyed It. The Art looks good and its really easy to get into.

Submitted(+1)

You have to think fast to resolve a battle in a way that will benefit you, which adds a ton of tension and at the end you get a satisfying conclusion and can breath a sigh of relieve.

Every action has a sound effect, animation and is well telegraphed, you did a really good job with this one.

There's no strategy in healing/enemy damage rolls, you always want your healing to be max, enemy's min and same for damage, except you can kill an enemy too quick. What I'm thinking is adding a "threat meter". Lower player HP or/and lower player damage means higher threat, higher HP or/and higher player damage means lower threat. At the end of the battle threat will be one of the factors that determine happiness of the player, this will compliment your idea quite well and fix the issue.

Developer (1 edit) (+1)

There's indeed no point in not putting the healing to max and enemy damage to min but you still have to remember to do it and with the timer there's sometimes misplays on those. Plus, in the 2nd campaign some enemies have abilities that do more damage if they have low dices like : "18-TOTAL DAM" so you have to read carefully and not put every enemy dice to low score.
The first campaign only have simple effects because I didn't want people to be confused but unfortunately the 2nd campaign is a bit buggy so you can't enjoy the game at its best.
Thank you for your idea it's a nice design but I think that it would have been too many mechanics for a jam game.

Submitted

Yeah, that's fair. I died 3-4 times on the first campaign, albeit manly because i didn't play the tutorial first.

I didn't play the second campaign, so i didn't know about that, sorry.

Developer

I don't blame you I skip tutorial all the time xD

Submitted(+1)

The art is well done and the gameplay experience is so good. Your take of the theme is quite unique. Good job!

Developer

Thank you very much ! 

Submitted(+1)

Amazing execution, very well done and very unique take on the theme, a LOT of UI work which is impressive and it gets more complex and interesting very fast!

Developer(+1)

Thank you very much ! I learned that on jams focusing on the UI usually pays off pretty well. :)

Submitted(+1)

That was awesome. Great theme, great execution and also really funny.

I really enjoyed the puzzle, the need to balance between ending too soon / too late -very clever. However I really missed having the info of the battle displayed somewhere when deciding on dices. Great job!

Developer(+1)

Thanks a lot ! You can see the HP of the fighters during dice choice by scrolling with the mouse wheel if that's what you mean. :)

Submitted(+1)

Exactly! How did I miss that? :)