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Meeting of the Selves's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #5 | 3.500 | 3.500 |
Story | #9 | 3.136 | 3.136 |
Overall | #14 | 3.091 | 3.091 |
Gameplay | #15 | 2.773 | 2.773 |
Comedy | #16 | 2.500 | 2.500 |
Graphics | #18 | 2.591 | 2.591 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really enjoyed the journey here! Of course I loved Re:Punch's combat, and this offered some novel variations with a party of four, the ability to act with 0 HP, and all those skills to consider. I found it well balanced, but I could see how playing this without remembering Re:Punch could be a pretty tough task. I also made some really foolish mistakes, thinking that guarding my teammates would lower the user's aggro, and not the target's, ensuring I got some buddies killed. Learning the different tells could be challenging as well. Didn't expect that first AoE, though it seems obvious in retrospect.
The story was pretty touching, and I think it worked even without knowing any references. I like this Reid - full of both doubt and excitement (but he's no Harold). Thanks for this poignant send off. I don't even feel the need to
punch you in the facetalk deeply with the different aspects of yourself. The server will be in capable hands!Was an ok Play. You tried your best given the circumstances.
Overall: Never knew I needed a Re:Punch sequel until now. The original will always stick with me, but this is a worthy sequel with an emotional story augmenting the classic battle system.
Gameplay: Let's get this out of the way before anything; I'm a dumbass. With that said, the final battle got me because I couldn't tell when Pathos was reflecting or evading. The state icons work in a vacuum but don't mean much when I don't know what they mean. With that said, the Re:Punch battle system is still great as always. It's a Sawyer jam game, is it not going to come with a well-executed battle system?
Music: Love the new boss themes and was super happy to hear the original Re;Punch motif come back. Still lives in my head rent free.
Comedy: Love the little quips here and there. Not primarily comedic but just enough so that it shakes up the vibe of the story from time to time.
Graphics: RTP is RTP.
Story: Loved it. As someone who's dealt with both running and handing down clubs and the kind of emotional turmoil that plagues Reid, it did hit hard with me. I can really tell where this idea came from knowing you personally, and if turning it into a game helps you talk it out with yourself then more power to you. So many of the best games are the ones where the creators clearly put a bit of their distilled soul into it.
Love the music! Combat would be satisfying to those who can fully understand and predict the enemy and react accordingly.
I really like the idea of helping a person by addressing each shortcoming. Harold doing so through a battle is very on brand.
I chose to focus on the story as I am not much for complicated battles, and I liked the story concept. It feels like a good primes for a boss battle if you were trying to save a crazy friend!
I love how this game's battle mechanics & UI are tweaked. I don't generally see this level of customization in RM games. The result is a game of predicting the enemy's moves and learning to react appropriately to them, wrapped in a story about accepting the responsibility of leadership and finding strength in friendship. The music is end-to-end thematic bangers, too.
The one gameplay aspect that lost points for me was the aggro system. I may have merely misinterpreted the intent, but I thought that the enemy always picks the character with the highest aggro rating, or within certain thresholds; the fact that someone could have 80+ aggro but the enemy goes for someone with 5 really threw my strategy off (with the exception of one battle; it seemed to me that a certain character is favored in one of those fights, so that doesn't count in my mind).
I love that there's bonus content after the credits. It's like you and DJ are our Marvel studios.
Awesome work!
After reading the other comments, I should add that I played on normal difficulty and got through the whole thing (including postgame) with no losses.
I like this combat framework but I can't deny it is very taxing. It took me an hour to beat the game with two defeats haha.
Quite a wholesome story for an entry made in such a short timeframe.
I told you my thoughts on Discord already, but wanted to point this out as I'm going through commenting on entries, and noticed the screenshots I can use as further clarification on what I mean. So one of the screenshots says, "Logos: For starters, I'm not quite as mature as you are, Harold. My time management skills are substantially weaker." And this is what I meant by how I thought there was supposed to be strategy in this game, and I got frustrated when nothing was making sense. It even looked like a tutorial suggesting that there is "strategy" or "reasoning" in the game, and then it frustrated me SO much in a WTF way to the point I decided to just think it's RTP normal battles with "colored wording" that I don't need to pay attention to. And then there are the save files that wasn't supposed to be in the game, and the ending that I wondered if it could be a bug in some way when there was suddenly another battle. It was confusing T_T So I had no idea this was only RTP battle with no strategy or "gimmick" to figure out, but just "flavored wording." Even the battles were kind of unbalanced in difficulty. T_T My initial impression is that what the characters were saying is like a tutorial showing you the "strategy" for the game, if that makes sense. No idea it was only colorful wording I can ignore.
I found this to be too overly complicated. Not my cup of tea.