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Great modeling work, made even more impressive within the context of building a game around them on such a tight schedule.
It’s solid design how the married genres of anomaly detection and grid combat are linked by the shared resource of tranquility so the player can build tension or compensate for their poor performance on one with a clutch/manic performance on the other. (Even though for this version the anomaly positions were static so it only works once, I mean more at a concept level).
If you were to expand on this project, as feedback I’d suggest pausing tranquility dropping during important dialogue. The first few times I made it to Buffson I had to skip the conversation because I was at single-digit tranquility. That may be an intentional design choice, but in that case you would not be able to rely on it to deliver any crucial information to the player.
I like the concept of "spot the difference" into RPG battles, and the atmosphere is solid. The transition on reset is a bit abrupt, though, and sometimes makes it unclear what exactly caused you to drop below 0 Tranquility.
Bug Note: There's some collision distortion/duplication if you make multiple attacks in quick succession.
Thanks! Yeah that makes ense. It could be more clear by adding visible damage tics. Thanks for noting that + adding the bug note!
Idk if it was intentional but this game has no right being this eerie, you nailed it.
Really enjoyed the combat, it's really creative! Though it would be nice if the enemies had more time to telegraph their attacks.
Haha thanks, for the last update I decided to make it more eerie to have it set the mood.
Ah I see, I think I can make it so that the yellow square detection happen a bit earlier in the future + slightly longer pre-attack animations. Thanks for the insight!
I enjoyed this a lot! Love the combat system. There's a lot you can do with that. The actual game is really good. I like the animations, the sound, and the little tint Gura gets when you lose tranquility. I kind of wish the game was longer just so I could fight more types of enemies in this system.
Also you should probably change the itch page from saying its a web game to a downloadable. I thought this game didn't exist for a while because the page said "The developer hasn't uploaded a game yet" and since it was a web game I didn't think to scroll down to downloads.
Thanks, glad that you enjoyed it. I'm a big fan of grid-based action and strategy combat so I wanted to try to learn how to implement that with this project while throwing in as much mechanics as I reasonably could. Yeah I would of loved to have more enemies but unfortunately the time constraint got to me since I'm still learning and I'm only solo.
(I just added a new boss fight moments ago in the 1.1 version btw)
Ah okay I've been trying to get the web version to work for the longest. It worked for me once then never again. I'll change it to downloadable in the meantime. Thanks for the heads up!
Love the concept and vibes! You have something going here! I'd like to see a conclusion!
Thanks! I'll see what I can do to add more to it
Love the concept and vibes! You have something going here! I'd like to see a conclusion!