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Grimcast's itch.io pageJudge feedback
Judge feedback is anonymous.
- GDD: The logo on the document certainly gives a good first impression. Very final fantasy-like. It is good to included images of the enemies, characters and UI of the game, but does it have to be BIG images of them? A good suggestion would be that making the image a little bit smaller while having text next to it than below the image. That way the reader can see the image and read the text at the same time; making it easier to progress the info. Good to included an image of dice description to explain of how the dice works, but keep in mind that majority of the readers are mostly in english-speaking regions and having text of dice description in another language would make it harder to understand. That being said, I do noticed that you have corrected this for some images below of the dice description, which is somewhere good, so I suspected the images that was in another language was a placeholder but didnt managed to update to english in time. What I would love to see the document to being improved upon is some sort of development timeline, so the reader can get a sense of the game's state and perhaps more text in depth of the art design. Like why pixel art and this specified style of art and different mock up designs and different results that leads down the route of the art style. Also I am not sure how mortal shell image tied into the document when it has nothing to do with the game's style and game direction? Perhaps for inspirations, if so, you should have a section for inspirations and put it there. Game: The intro is good. The movement controls are good, but I think it would make it easier if it was like better visible icon for interacting (sometimes one in the game blended into the wall too good) and perhaps an tutorial for movement and interacting. The combat 100% need a tutorial, but also need to be simplified so the execution works better in each phases of the combat. It took me awhile to realized that I had to doubleclick on my RPG group when they can attack and when they can heal themselves. Honestly the art style and gameplay is impressive, but it doesnt really fits the theme of "you are the weapon". Lorewise, I can get behind of the idea of the necromancer taking over the minds of the bodies and making them like "weapons" thus the necromancer become the weapon of the RPG group but gameplay-wise it feels more like a classic RPG dungeon crawler than like the theme itself. It feels less of like I (the player) are the weapon and more like a question of "are the bodies of group a weapon when they are being mindcontrolled by a necromancer?" So perhaps included some unique abilities from the necromancer that makes it easier for the player to see who are in control of the group. For example, an skill tree that the player can choose to lean into absurd builds due to power from necromancer or perhaps making it so the necromancer revived the dead members of the group but making it slowly corrupted each death. (like a roguelike route) (also just a personal note from me; the necromancer feels more like a lich than actual necromancer. But that is just me having experience of D&D dark fantasy setting for so long.) Bugs: * NPC doesnt interacted with anything. Are there suppose to be some text? * Sometimes a monster can heal itself after death.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1qM4ctqrypaH9Wn2PWlHYkxu7CoccUM6ppjulH50_TqI/edit?tab=t.0#heading=h.d0emtl7mszpp
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!
dungeon crawler with dice battles
Please explain how your game fits the theme:
You were supposed to switch bodies, because you are playing as cursed weapons. But we didnt finish this feature.
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Comments
I like the old school feel of this
I beat the game and enjoyed it. I would love to see this Project grow. Maybe the players could choose dice that are assigned to their classes. Or hovering over character would show you the possible dice results. I would like to see more diversity in actions and classes.
The warrior dmg and heal (spelled heald?? in game) actually heals the enemy more than the dmg it deals
Seems like the wererat get stuck in only healing if it’s health is brought low and it stays in healing until it gets back to full health, not sure if any other enemy has similar mechanics.
It’s nice that the player always attacks first but might be neat to have some enemies be “swift, have a feather on their dice” to show that they attack first. Or maybe some actions are slow and they execute at the end of the turn. Or maybe defend always goes first, else enemies can’t actually defend at all.
It would be nice if double clicking dice would randomly choose a target, especially nice when there is only one enemy left. And maybe Right Click could be Reroll or another action. Along with that, I think the entire scheme could be mouse controlled, some people might like that simplicity.
Awesome job guys, well done. Are you using the Dungeon Crawler Grid Controller from the asset store? I picked this up from a Humble Bundle a while back but haven't tried it out yet.
Have played all the way through and defeated the rat king. You've got quite an addictive game there.
It took a while to figure out what to do at first, you could probably do with adding some help text pop-ups somewhere, just to say "Assign dice to characters or re-roll," in the first phase then "Assign character actions to targets," for the second phase.
I spent my first combat just assigning dice then hitting the bottom right button until something happened, which of course does nothing and starts the next turn. If no actions have been assigned, maybe have a pop-up text "No character actions have been assigned! Are you sure?".
Also, it caught me out a few times when sometimes in phase 1 you have to click the bottom right button to proceed, and sometimes you don't, depending on if you've re-rolled some dice or not. Maybe you don't need the bottom right button in phase 1, and instead just go to phase 2 when all dice have been assigned. About half the time I re-rolled something twice then assign the dice, muscle memory would take over, and I'd click the bottom right button, accidentally skipping my go.
Congrats on your submission.
Thank you for the feedback, we are already thinking about improving the UX and the tutorial. We used this asset https://github.com/LutzGrosshennig/unity3d-advanced-grid-movement
well done!
amazing how much you were able to build within 2 weeks!
A more involved tutorial would have been nice, but i understand. 2 weeks is hardly enough time for everything.
I enjoyed your game!
I've never played a game like this before, every cool. I noticed that when enemies use their armor attack, it happens after you attack so it kind of does nothing. Once I figured that out I didn't let the enemies armor stop me from who I wanted to attack!
This game is amazing! At first I had some trouble with it but once I figured it out, it's a blast!
Really enjoyed your game. I absolutely adore legend of grimrock style games. The combat system is really fun, the risk/reward is engaging. The carrots were a nice surprise too, trying to puzzle out what they did to the dice. The monster design was awesome, especially the final boss. Really nice touch with the credits being the tomb in the end. Great work!
What the heck? This game has already more content than the game I was developing the last year! Amazing art style, great combat. Once I figured out how the combat works (like blocking and targeting enemies) it was really fun to play. Rouge was sometimes buggy (wasn't able to target).
Absolutely bonkers nobody has posted here. This is awesome! Would love to see more of this game after the Jam is finished.