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A jam submission

GotchamonsView game page

Gotta gotchem all
Submitted by itsboats (@its_Boats) — 2 hours, 42 seconds before the deadline
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Gotchamons's itch.io page

Did you learn anything new during the jam?
ya! I'm bad @ scope

Aren't you awesome for creating a game?

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Comments

Submitted(+1)

It took me a little bit to understand how to play, but after actually READING the tutorial boxes it all made since. It still took me a bit to see where the AP was tracked before I saw the dots under the characters. This feels like such a huge entry for a jam, good job! The balance feels really good to me. 10/10 would have a party of just bugs again.

HostSubmitted(+1)

I really enjoyed this! It clearly has some parallels to a well known monster capturing game, however - lets be fair - all it really takes from that is that you can obtain your units and that there are moves to choose from per unit with weakness/strengths. The movement / grid gives it a fresh gameplay feel - it sometimes felt a mix between pokemon and chess, which personally enjoyed. It'd be interesting if there more abilities - things that could impact an units ability to move, to attack, place things in the environment that impact movement (for better or for worse). Really great project though - thanks for taking part!

(+1)

This sucks.... you in!

At least one action (healing I think) is lacking a confirmation sound, and it would be nice if killed monsters left a shadow entry in the party roster so one could have a better overview on who's gone missing. And it would be useful if there was a clue on which monsters on the map are enemies (for example the AP dots could be red or their tile background). Also, when the collection list is open it would help if the buttons for "retreat" and "end turn" would be grayed out.

It does have quite a bit of depth in strategy actually, even though sometimes it's hard to differentiate some options that seem to have the same properties once in a while (usually there is a difference, like their elemental type, range, or strength, but these are very subtle); at least I think there were some combinations which seemed to be the same.

All in all it looks very polished and complete, and it has this "just one more turn" factor.

Developer(+1)

Brooo I was about to cry I was like alright, I get that it might not be for everyone but dang that's harsh xD
I really appreciate all the feedback! I'll address each thing in case you're interested:
-Heal & Pet sound: I couldn't find a sound I liked and haven't bothered looking again yet :P
-Shadow Entry: I really like this idea! There's been a couple times I've been like "wait, who just died?" (they actually died before, but now they are added back to your collection with 1 hp)
-Enemy Indicator: The enemies have a red indicator when you click on them, but I agree there should be something more
-Gray out Retreat and End Turn: you used to be able to end your turn and retreat with the menu open, but one player said they kept clicking end turn instead of add to party because the colors were the same xD I think graying them out in addition will help a lot with that as well!
-Some abilities on a monster are the same: All of the ones that have minor differences is intentional (especially the ones with different elemental types), but there's some gotchamons that have moves that are the same or just outright worse than another move it has. I've found 4 cases of this so far and will update them when I create more abilities! I'm going to start working on abilities that cause status effects (poison, stun, heal, confuse, slow, etc), and ones that can move other units too (knockback, pull, telekinesis, swap, etc) so there will be a lot more strategic options and playstyles
-Polished and Complete: Thank you so much! All of my updates so far have been focused on UI/UX and balance rather than adding more content. I will make a couple more updates in the next week, but I want to come back to this project later to add more content and revamp the gameplay loop

Thanks again for playing and all the feedback!

(+1)

I totally understand that "I haven't found the right sound yet" feeling (especially if you're not apt to create your own), which is why my game is still silent... :)

Submitted(+1)

I've never played any Pokemon or Digimon games, so the mechanics were pretty new to me. Still, they were easy eonough to understand and strategise around, once I got past the small-print help page 😄 Very cute creatures to encounter, and challenging but fair combat mechanics. I wish the abilities didn't stay selected after using - could have avoided a few misclicks ;) Really cool game!

Submitted(+1)

There's a surprising large amount of content and creatures to catch. The balance is very good as well. Would love to see more animation and maybe some UI improvements, but overall a very good entry. Great job.

(+1)

KATANAE ALL THE WAY!!!!

Submitted(+1)

Holy moley, that's a lotta 'mons! O.o

This was a neat little adventure, and I think the thing that really seals the deal for me is the Pokedex-like entries for each of the little creatures.  Personally, that was a HUGE incentive for me to catch new 'mons even though I was already satisfied with my party.

I do kinda wish the gameplay evolved a bit more as it went on (I played it for quite a bit and found that I didn't have to change my strategy all that much), but I still find it absurd how much content and depth you were able to pack into a week!