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A jam submission

Nuking Dragons (Game Jam Demo)View game page

Draco is sent to Afghanistan to stop a military coup, but soon discovers that the world contains secrets best forgotten.
Submitted by DinoGuy007 — 1 day, 3 hours before the deadline
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Nuking Dragons (Game Jam Demo)'s itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice Vote#2611.2991.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
RPG Maker MV

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Comments

Submitted

I didn't get as far as MakioKuta. Her comments are great. I will say I wouldn't have used Afghanistan for the location. The location isn't critical to the story as far as I saw and I just feel tying it to an ongoing conflict will just cause controversy.

Submitted

Played this up to the first fight with the demons.  (roughly 1hr of gameplay)

I'm a fan of sRPGs but this was quite a slog. I see on your game page you say you lowered the combat difficulty and trimmed the story, but I'm not sure either of those things worked in your advantage. Combat was too easy. I used one first aid kit in the 3 fights I did, and not because I needed to, just because I had a character with nothing to do and thought "well I have 25 of these, I guess I'll use one." The enemies were not aggressive at all, only ever moving forward if I stood in their range, and even then they would sometimes not engage. Speaking of range, why aren't guns ranged combat? lol

Combat lacked any sort of agency, couple that with the HUGE maps and it dragged on forever. Here's some changes that would really benefit things - make it easier to tell enemy and ally units apart, add a skip turn function, add a button that auto selects whatever characters haven't gone yet, and swap 'wait' and 'items' on the command menu, since you're going to be using wait a lot more than items.

I can't really comment much on the story, as it's not a setting I really care for and I'm pretty dumb when it comes to war politics and terminology, but I can comment on story telling. White text scrolling on a black background does not a compelling intro make, and here it was used even beyond the intro. What few scenes we got on a map were mostly stationary, even the whole demon reveal thing was very lacking and thus lacking in impact.

Maybe the setting with resonate with others more than it did with me.

Anyway, congrats on finishing your demo and uploading it!

Developer

Thank you for the comments. I understand everything you said from combat and story.   First I want to say that I didn't know how to use  RPG maker MV and how to change damages, HP and other things.

I noticed one of the Pepper squad member didn't take a lot of damaged. When it came to enemy aggression, I don't think that is something I could fix sadly, in fact the "Tactical Battle System" plugin the  game is using is limited on what it could do. The creator of the plugin is planing on adding new features that will improve the system, but as of right now there is nothing I can do, especially with a "skip turn".  That was a pain I understand. I could fix the range of the guns, they did added a feature for weapon range but I couldn't figure out how to work it properly. I did change the sprites to differ enemy from allies, but will check into it more in the future.  As for the story, Yeah it's really dumb, (It was an throw away idea I had a while ago.) Originally, instead  of the stationary "cutscenes", I  wanted to draw pictures comic book style, but I was using MS paint and every drawing looked like a first grader drew it. It was also putting a lot of stress on me. I will defiantly work on the story more and improve on storytelling. 

Thank you for the comment again and I will improve, this is my first game I had made (and was working alone) so I expected not to do so well.

Submitted(+1)

This was a very ambitious project for a first game! I'm not familiar with the plugin you're using, so I can't help much with how to edit the damage formula, but as for telling enemies apart - perhaps some colour coding would help. You referenced fire emblem as an influence, and in those games, it's very easy to tell ally and enemy units apart since allies are all blue and enemies are all red. With larger sprites, using that sort of system might look strange, but having some standard colour coding between the two sides would be beneficial. 

I think the comic book style cutscenes - regardless of your skills as an artist - would have been really cool! :> But with the time limit and you learning RPGMaker MV at the same time, perhaps not the best choice with the time limit.

Keep up the great work! I wouldn't have guessed this was a first project - didn't even encounter any bugs ; )

Invincible Pepper Squad for the win!

Developer

Go Pepper! hahaha.  Again,  thanks for the feedback