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You Are Not Worthy!'s itch.io pageJudge feedback
Judge feedback is anonymous.
- - Very innovative and forgiving. Make it more enjoyable to play around with till you figure out a path that works for you. - Sounds fit the environment well, but could do with a little more audio levels to make it a little less repetitive. Though the background sounds we good and kept the dungeon vibe. - Graphics were cute and the little profiles added a lot of personality to the sprites. - GDD was a lot of notes, would have been nice to see the development added as well like the concept sprites, or things that were made but might not have made it into the game. Showing your work is always a great way to share your thoughts and processes. The game choice was very fun to play with, some ideas of adding or adjusting plates later on would be a good way to make people really make tiles of their own. Having images and screenshots of your work would let us see what sort of future planning you can do as well. Great design and fun game, it'll be a new genre I look into because of this project!
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
Great artstyle - reminds me a bit of Baba is You
Also a quite original idea, nice to see sometihng novel :D
Very cute and interesting game. The creatures would walk into rooms but not walking over the traps so that was a bit confusing at first but I'm sure with a bit of practice I'll get a hang of it!
I wish I could have gotten some upgrades for rooms as a I progressed in the soul count
Took me a minute to figure out what to do and i had to go back and read the how to play again. After that I understood better. I made 2 meeples with treasure run past the sword but the sword didn't kill them. Not sure if i'm still misunderstanding. But the game looks great, love the art style and the effects., and it looks really polished!
Hi Grantlerr! Thanks for the comment :)
The sword room only kills meeple that try to loot it, if they have full treasure they won't try to interact with the sword and will ignore it. We didn't make that obvious in how to play, but will add it to the game description, good catch!
I’m not one for puzzle games, but the absolute polish and quality this game shows makes it impossible to overlook. It’s charming, well made, and really deep. It was a bit weird to get used to it at the start, but once I understood things better, at least I knew why I sucked at it, lol.
This is a really good project, could’ve fool me if I didn’t know this was made for a jam! Stellar work!
Much appreciated ChXris! Definitely some learning curve, we got so used to playing as we made it we overlooked a few things in the how to play description. Glad you enjoyed it!
Struggled to understand the rules at first but really enjoyed it once I had a few read throughs of the rules and tries. Makes me think of a simplified puzzle focused Dungeon Keeper? or Bad North. The art style is gorgeous and reminds me a lot of Baba is you. Great job all around!
Baba is You was one of our main artistic influences, happy to hear it reads that way! Thanks for chiming in Malarpuppet!
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
Thanks so much DucketyDuck! Seems like the how to play needs a few additional lines explaining some concepts of the game and how the meeple make decisions.
Appreciate your feedback, thanks for playing!
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.
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!
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!
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!
I really enjoyed the sound design of this game. Helps build a great atmosphere and blends perfectly with the game loop
Thanks TableToppler, my buddy LeafMotif made the background audio and I agree, the track adds a lot to the atmosphere!
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!
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!