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Erratic Seasons's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #78 | 2.739 | 3.000 |
Fun | #80 | 2.739 | 3.000 |
Audio | #88 | 2.739 | 3.000 |
Overall | #89 | 2.699 | 2.957 |
Graphics | #91 | 2.739 | 3.000 |
Accessibilty | #92 | 2.465 | 2.700 |
Controls | #94 | 2.647 | 2.900 |
Originality | #97 | 2.830 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
ZZZ..., SEASONS, NOT DEAD YET
Game Description
Small RPG where you progress through floors and bosses to fix the seasons cycles
How does your game tie into the theme?
Some interactions with your opponents won't go as expected
Source(s)
https://github.com/Where-is-my-input/Erratic-Seasons
Discord Username(s)
ikkisoad, makaai, _gxsn_, kalecio
Participation Level (GWJ Only)
4
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Comments
Cool game. Brought me back to the JRPG games I used to play as a kid. Loved the monster art!
awesome game, i had hard enemys and i can`t bought items before = (, please more freedom between enemies. i like the battle system and the gameover rescue mechanic <3, gooood job =D
Ok, so I'm gonna go through my thoughts as I played the game.
I like the idea lot. It seems like a very cool concept, and gameplay could be very interesting with how the season weapon mechanic could work.
When I jumped in though, there were a lot of mechanics thrown at me at once without much explanation. I did read through the description on the game page, but a good chunk of it was still confusing. A tutorial would go a long way, even something short or just some pages of text explaining things.
The art styles clash a lot, but I like a lot of the character and monster designs anyways. Still, a consistent artstyle definitely helps it feel less janky.
In my second or third battle, I talked to a goblin that joined my party, and I thought it was pretty cool how I just picked up a party member out of nowhere. I like that mechanic. Also, Goblin thongs are amazing. words I never thought would be put together, but they were. And I love it.
However, picking up this 3rd party member made the UI very cluttered as well. A cleaner UI would go a long way.
The first boss fight felt like a bit of a slog, but a recommendation I have to fix this, and the slow combat in general, would be allowing the player to skip the dice roll animation, and make things happen a bit faster. Like no cooldown between a character doing something, and then wanting to have another character do something. I hate the like 2 second window you have to wait there.
In the shop, it would be quite nice if you could see the stats of the items you were buying. Also, why is an Earth dagger more expensive than an old club, when the old club does like 3x more damage than it? Speaking of which, the seasons mechanic did seem very convoluted. I would have liked if you could see on a weapon which season it did better in. In essence it's still a cool idea though, balancing making your weapons stronger, but then some enemies getting stronger in that season aswell.
I got to the Reni boss, and I did quite like her character design, but figuring out what weapon she was holding was like a mystery. It looks like a pickaxe, but no one holds a pickaxe like that, so maybe it's a scythe? But then
why would it be double sided? Also how the hell do her random clothes have the same defence as my bubble shield?
So that basically caps up my review. I think instead of cramming so many mechanics into this game, a more focused approach with less clutter would have improved it significantly, but in the end this is all just my opinion, so take it with a grain of salt or however you want. Still, congrats on submitting something with this much effort put into it for the game jam! That's an amazing achievement in and of itself.
Sorry for the long rant btw lol.