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A jam submission

You Are Not Worthy!View game page

Tile swapping dungeon defense, reap 99 meeps to win!
Submitted by Shinbone, LeafMotif — 13 hours, 54 minutes before the deadline
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You Are Not Worthy!'s itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1lGTr8cLilU7YASvqXZa4Gaaz1PmKTEP2q6IiOSrAcS4/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
You are a nameless blade in a living dungeon that warps to your will.
You long for a Proper Name, attainable only by reaping the souls of those unworthy to wield you!

Hoards of unworthy Meeps gather at your gates.
Tourists and looters come to gawk or strip your treasure-filed halls clean – or worse, pluck you from the stone and hang you on their mantle like a common trinket!

Play by arranging the rooms of your dungeon at will, reposition twisted traps and tempting treasures to crush the riffraff and farm their souls.

Track their stats with the meep peeper parchment at the bottom.

Bamboozle them by shifting rooms around, keep their grubby paws off your hilt!

Please explain how your game fits the theme:
You ARE the sword controlling the dungeon around itself. You literally ARE the weapon, and have weaponized traps to control.

Is there anything you'd like the judges to pay particular attention to?
Would love to hear back about the fun factor and any strategies you may have discovered to slay the meeps!

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Comments

Submitted(+1)

I really like the game's art style, it's very simple and clear but full of character. I love that the Meeple have different names and attributes, which gives the impression that they're not just simple enemies in a videogame but have personality and are unique.

The game was very fun to play, but I struggled with understanding the rules in my first run. I guess that making a tutorial would have taken a lot of precious time from the jam so I understand why the isn't one, and it's nice that there's a how to play page

Submitted (2 edits) (+1)

Cool game! It's like a tower defense / tile puzzle game. I really enjoy the art, sound design, and atmosphere of it all.

I actually ended up playing through this game twice because I don't think I fully understood the game the first time. I think selecting meeps threw me off a little bit. There's a lot of stuff on screen emphasizing that selecting a meep is seemingly super important. There's this really nice animation that encircles the meep, it shows you the stats at the bottom of the screen, and it tells you that you can change meep selection by clicking or hitting space. All this lead me to believe that there was some important interaction that I wasn't understanding when it came to which meep I had selected. But it turns out that it's just a little bit of extra information that's kinda nice to have but not really core to the gameplay experience. It might just be a me problem, but I would consider de-emphasizing this mechanic somehow. It feels like a bit of a red herring for understanding how the game work.

Also, I think it might be worth it to only use one trap type. There is a bit of variety here and I think it just adds confusion when it trying to understanding all the important components on the screen.

Overall, well done! This is a really cool game.

Developer(+1)

Thanks for the feedback JSpeak, we wanted to show off the meeps more and the information we display on the bottom shows how many souls the meep is worth when they die and get absorbed by the sword. The treasure icons also show how much treasure the meep has collected and when they collect their max treasure they leave the dungeon.

The treasure is admittedly a more subtle mechanic that we didn't explain too well.
Appreciate the comment I'll try out your game when I'm able!

Submitted(+1)

Fun concept! I enjoy the simple to understand mechanics, but has a deeper strategic depth to the games design. I first approached this thinking "Well, if I set it up like this, it should just solve itself", but I ultimately found better ways to min max my soul collection as I played more. 
The art is very pretty, and fits well with the games design. My only note on are is the how to play text was extremely hard for me to read as I found the font undiscernible at times. I only understood the games mechanics after I read the games description. Take that with a grain of salt however, as I have bad dyslexia lol. Great submission!

Developer

Thanks for playing Morra, we had a lot of fun tuning the game-play and originally had a much bigger grid size but found it to be too chaotic.
We did have concerns with the font at some points but decided to keep it to fit the aesthetic, I'd definitely make the font more legible if I ever add more to the game. Appreciate you sticking it out and finding a fun way to play!

Submitted(+1)

I really enjoyed the sound design of this game. Helps build a great atmosphere and blends perfectly with the game loop

Developer

Thanks TableToppler, my buddy LeafMotif made the background audio and I agree, the track adds a lot to the atmosphere!

Submitted (1 edit) (+1)

This took a few rounds to fully understand, but once I did, I couldn't stop playing. A genuinely fun and clever generative puzzle!

One misconception I had was that the thought bubbles with arrows indicated direction, which might influence a room movement on my part. Then I realized the arrows were always pointing right. One small improvement might be move-hinting for the Meeps like the piece preview in Tetris!

So far, an early favorite in this jam's submissions. Awesome work!

Developer(+1)

Thanks Curbside! Great feedback, we played around with a few ideas for meep movement in the early stages. Tetris previews were brought up more than once, funny you had the same thought. :)

Appreciate your kind words!