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A jam submission

Meeting of the SelvesView game page

A Puzzle RPG About Very Supportive Friends
Submitted by Sawyer Friend (@AxialRPG) — 9 days, 17 hours before the deadline
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Meeting of the Selves's itch.io page

Results

CriteriaRankScore*Raw Score
Music#53.5003.500
Story#93.1363.136
Overall#143.0913.091
Gameplay#152.7732.773
Comedy#162.5002.500
Graphics#182.5912.591

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

HostSubmitted(+1)

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 face talk deeply with the different aspects of yourself. The server will be in capable hands!

(+1)

Was an ok Play. You tried your best given the circumstances.

Submitted(+1)

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.

Submitted(+1)

Love the music! Combat would be satisfying to those who can fully understand and predict the enemy and react accordingly.

Submitted(+1)

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!

Submitted(+1)

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!

Submitted(+1)

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.

(+1)

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.

Submitted(+1)

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.

Submitted(+1)

I found this to be too overly complicated. Not my cup of tea.