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Stellar Mind Brawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice | #82 | 2.846 | 2.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:
Overall score: 6
I like what this puzzle fighter is trying to accomplish, however it goes about it in a way that is both cumbersome and feels like it doesn't respect the player's time. Also, the only way to solve some puzzles means you HAVE to use the scanner at least once (if not for the entire fight) to see some hint first. And then you keep tossing loadouts at it until you get one that sticks. However, getting back in to try takes so long, it really makes the wins feel flat and unrewarding (especially since there's no increasing rewards or levels to gain).
Super fun concept! I liked trying to figure out the different combinations in order to be successful with each boss... At first. I'm not sure if it was a combination of multiple losses or just too many fights overall, but the trial-and-error got old over fight 4 or so, even with the Scanner or the tips. Maybe consider building the town out a little more (and improving on the mapping a bit) to include a Pub or something where other contestants have gathered and are talking about the next available boss. Have some of them offer vague tips or ideas about what kind of build might work, but also have some mention things that are misleading. Then the construction of your party is actually more of a puzzle than trial and error and more rewarding for the player who bothers to talk to the NPCs.
The battle system is really unique and and I think the idea of this game is definitely something cool, it just needs some more elements fleshed out a bit more.
Hi Erin!
Yeah, I think what we take of all this is that it was a nice idea but poorly executed. I agree with what you said, that having one "information center" would have help to lighten the struggle of figuring battles out.
The pub sounds actually great, like other champions retired giving tips on their experiences.
Thanks for trying our game and leaving your thoughts, appreciated it!
This was a novel idea with really cool battlers used. Really wanted to like this one, but I found it a deeply frustrating affair. First of all, knowing the exact strategy of the enemies is either a game of trial and error, or paying for hints and/or using a scanner and losing. Learning weaknesses that way is not fun.
Second, even knowing the weaknesses, it's not always clear how to capitalize on them, and frequent misses on attacks are frustrating and can lead to failed attempts even when a winning strategy is known.
Lastly, the UX for selecting teams and entering battles is a bit clumsy. More than once I accidentally picked the first battle too quickly instead of scrolling down the list, and there was no way to cancel out but to enter the battle and lose/win. Picking teams had some of the same UX issues.
In my view, one or two play testers would have shown the problems with this. Giving the players at least a few forgiving battles before getting into the more difficult challenges would have helped a lot. Instead, as early as the second battle it was a test of players patience, so I fear most people would miss out on the vast majority of the game.
Yeah, the mistake was making it a bit too challenging, because I dont think the player gets frustrated all at one moment, it is a pile of frustrations that add up way too much. Not able to escape, not able to cancel your load out selection, too few hitpoints on strong champions etc etc. So when you get to the actual meat of the game, figuring the strategy out, you mind is tired of all that frustration added.
But thanks for playin anyway Human, as always, super appreciated!
Key:
+ = I liked it
- = I didn't like it
--
+ High-quality choice of art
+ Cool idea with creating parties for each battle
- Execution of that idea is kinda meh: lots of trial and error
The battle concept would be better if there were more hints about how to prepare for them ahead of time. Having to go through the battle with the Scanner, die, then try for real (and possibly die again because there was a twist you didn't anticipate or you still didn't bring the exactly right team) is pretty annoying. It's otherwise a cool idea worthy of further refinement. Creative entry, Filthy Peasants!
Hey Kv!
Yeah, we thought that the scanner and the hints wants enough, it was supposed to be a game of trial and error, but it wasn't fun enough that way. We thought later on adding certain "speeches" that the enemies will give hinting the player, but it was too late to implement.
I still like the idea, but required better execution.
Thanks for playing it!
This was challenging, it was fun trying to work out the right setup to win, don't know if there were any but maybe a vague hint as to how to beat the harder encounters would be a nice touch. It's a really cool idea and it's making me want to try making some kind of arena tournament game myself.
Thank for playing! The scanner will give you two hints, and in the alley there is a dude that give yo a 3rd(more straightforward) hint.
Do you think that wasn't enough and another hint should be added?
Again, thanks dude!
Oh I totally missed that in the alley. I think that should be enough to guide the player to the right strategies. I think I'll give it another go later, would like to see the later encounters.
Cool battle system!
I like the strategy behind finding the right combination of party members to find a way to defeat the the boss.
I got stuck in the 2nd fight. To try to keep it spoiler free for the others, I'm not sure if the multi-targeting skill I intend to use to deal with the gimmick is actually hitting the targets - or it could be needing other strategies I haven't worked out yet.
It does hit the targets ;). When in trouble, bring scanner.
Thanks for playing!
Cool I went back and tried it again and it just took 2 spells to kill them - it was just the green 'hit' doesn't pop up over them. I'll definitely come back and try the other bosses later.
The combat is definitely one of those strategic types. And the battles are the highlight of this entry. Though it didn't exactly wowed me in terms of overall presentation, the uniqueness is to commended.
Thank you! I also think it kind of unique, thats why I wanted to develop this game for a long time!
Thanks for playing!
Oooo I like that battle system... Did you do it yourself? Can't wait to test this
Yep, I did the battle system, a custom one so it doesn't feel like vanilla RPGM encounter. Let me know what you think of it!
It's for sure unique, def feels non-rpg maker :) Awesome job!
Now fetch my tea, you filthy peasants :P
But yeah awesome job!
Thanks!
Your tea, m´lord....XD
lol <3
Best of luck with the jam!
I love the way the life is portrayed too!
This was a game I wanted to do since forever. Let me know if you enjoy this type of battles.
PLEASE don´t spoil any enemy strat please, I want to see if the game is easy or hard by the players own merit.
Hope you like it!