Play game
SMoC: Self-Modifying Claymore's itch.io pageJudge feedback
Judge feedback is anonymous.
- Your GDD was missing development timeline, which is a shame because otherwise it was fantastic. As for the game, amazing pixel art, it's clean and very appealing visually. I liked the sound volume control as it's very old style (in a good way). the background music and the SFX throughout the game were both great! The tutorial is clearly well thought-out, but I'd prefer if it was a playable tutorial rather then slides. There were small grammar mistakes throughout. You did a great job with the game's complexity and depth given the time limit, so many pieces to work with! The puzzle solving was laid out nicely and simply, the difficulty increased linearly which is felt nice and the almost limitless complexity of the game shows real potential. This has been my favourite so far.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1GkQelDZsNIFig7TyJthtP6zc2ah8VgcDBwmYqjEmzn8/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!
As a magic/tech weapon you upgrade your own circuits to fix what the weapon user want. This is a endless circuit builder puzzle game that draws heavy inspiration from Zatronic games.
Please explain how your game fits the theme:
I tried to refrain from doing any game that fights, as this feels like a weapon user's doing rather than being a weapon, so here we are.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Aw man Kelvin! this is sick
my only feedback really is that its a pain to see the values of things, like the generators and how much they provide and having to keep reopening the win condition screen because I have the attention span of a...
what was I talking about????
radical idea, great execution
I'm impressed by the level of polish here. Everything looks and feels premium, especially the SFX. I think you did an excellent job in selecting (or making, I'm not sure) the audio. The art also has a lot of charm.
If I had to nitpick the game, I'd say that tutorial levels would be a better introduction to the mechanics rather than reading the How To Play section, but I'm sure people have pointed this out. Overall, I could see this winning. Very nicely done.
Thank you for playing! Yeh the SFX is selected but at least we found some that fit nicely. The "how to play" section is a a last ditch effort to teach the rules, given that we have only 1 night left by then. A true tutorial would be so nice.
yooooo this is incredible! I'm definitely going to spend some more time playing this tomorrow, this is such a fun puzzle game. The music hits that perfect spot of fun and interesting and matches the game, while not being distracting and helps you get in the zone. The graphics are great and the puzzles are engaging.
My two cents are thus: using the click scroll wheel and drag to move also causes my browser's scroll around page thingy to trigger, which drags around the entire page as well. maybe press a different button to toggle drag/move mode? Actually now that i think about it, your game was the only one i've played so far that that triggered on- i think the issue might actually be that the window is not capturing and locking the mouse. hmmm.
Just love all of it overall. superb. top ten contender from my pov :clap:
Show post...
Totally agree!
Thank you for playing! Yes the scroll wheel is very problematic in a browser and this is a lesson to be learned, recently I heard that's a firefox thing so don't know if it's your case too. Need to think of a way to handle that.
Very polished and fun entry only real suggestion probably have the help tag beside each item also for quick reference and probably a gif to show how it works
Thank you for playing! Yeah, tooltips would be nice, and that saves quite some screen real estate too. And gif/animated images on tooltips is such a nice idea, let me note that down. Thanks!
The game is visually and audibly stunning. Though the gameplay loop isn't quite for me, I can't NOT acknowledge a great game when I see one. Nicely done :)
No worries at all! I am fully aware that puzzle games such as this will probably alienate quite some players. I am just glad you've tried it out! Thanks!
its so fun. ITS SO FUN
Thanks! Glad you like it!
So right from the start, I love the art and the audio! I actually cannot describe how amazing the art is for this game. The menu screen, the items, they were all nice to look at. The audio was also really nice to listen to while I was struggling to read through the tutorial. Even after finishing it, I still struggled with the main game. I have to agree with what others are saying about a tutorial level, as that would definitely help a lot! I think knowing how to properly play the game would really encourage me to play more of it. Apart from the struggle of learning the game, I think the other important aspects (audio, visuals, game feel) were done really well!
Thank you for playing and your kind words! Glad you enjoyed the game! Yeah I agreed the game is a quite hard, and tutorial is the number one request feature, should be first priority honestly. I am glad the art style worked out too, good to know that long hours trying to make everything looks nice was not wasted XD
I absolutely love the logo and the sword's design. They both look very iconic! The art for the game is really well done, with special emphasis on the UI work. The UI design, the font chosen. It's just so well put together, consistent, and it compliments the aesthetics of the game perfectly!
I also really love the animations you get when you confirm your layout. The music is perfect, being enjoyable whilst allowing you to think, and the sound effects are very satisfying. A standout for me was the victory SFX. That one felt especially satisfying!
It took a bit for me to understand how everything works, though the timer being paused when you're looking at the objective or the information guide is a godsend. Whilst I could've had the power go over the minimum amount required, I tried to match the numbers exactly as they appeared, which made the game a bit tougher. Because of the way I played, I ended up using things like supressors.
It did get to a point where I didn't have to worry about energy costs, since I was able to accumulate a lot of them. I also ended up not using any of the connectors. I did have to start worrying more about the layout and space though, since the amount of Defense nodes required started to get higher.
A suggestion I have is to have some sort of training mode where the player can just experiment with the different components and the board without having a time limit or an objective. It'd be purely for experimentation and learning purposes!
I'm very impressed at the complexity and depth of this game. There's a lot to it and I can see many interesting challenges that can be possible with this. I made it to day 21 and had to expand the board to the maximum capacity. I enjoyed wiping some of the dust off of my brain with this. This is an awesome game!
Thank you for playing and liking this game, and for the in-depth comment as well! This is a lot to take in but really gets into a lot of things that I didn't think about during development. Something like trying to get the balancing right, and it's actually surprising that trying to match the number is actually much feasible. I though it may be too difficult so that I leave it to the healing node only. The system do allows me do other stuff like "Smaller or equal to" but it feels difficult to balance with. And speaking of balancing, I should definite fine tune how energy is given, having too much is just making the game too easy. (Limited board is intended though. Training mode is also a good idea, should be fairly simple to do too.
Anyway, thanks a lot for the wonderful comments!
It took me a little while to understand what was going on too, but after reading the tutorial, everything clicked!
I’d suggest giving players a full energy refill in the first level since I often made mistakes early on and had to restart. A "reset to level start" button would also be super helpful. Additionally, keeping user requests always visible on the right side of the screen would make things clearer—I didn’t immediately realize they were key to survival.
Other than that, it’s already looking great and feels really polished!
Thank you for playing! Love your idea as well. Keeping the requests always visible is a very nice way to speed up the game, I always feel like opening that request screen all the time is getting annoying really quick. Reset to level start is also a very nice point too, there are quite some comments wanting the game punish less for trial and error, and the reset button would be a nice solution to that. Thanks!
It took me quite awhile to get the hang of the game. It is quite a complicated game, but quite interesting once you manage to get the hang of it. The art looks great, music and sound effects are all pretty nice! The amount of mechanics and content is so much for a 2 week game, but the lack of a tutorial will put players off due to it’s complexity.
I hopped into the game blind without reading anything, and was completely confused of what to do. I was still wondering if I was in the correct game, as I thought of claymore as a sword and the game being about fighting, but rather I was faced with electronic circuit puzzles.
I died quite a number of times at the start just figuring out how to play the game, but once I understood the game, it seemed too easy. The game is very unforgiving when you build, not giving any energy back on selling/trashing placed objects, not even if you accidentally misplace a wire. But the amount of energy that it gives per round is too much, which leads to the first 1-2 days being absolutely horrible, as you’re struggling to get energy. But subsequent days like day 5 onwards being so easy I could just click the play button without changing anything.
The game also needs some indicators, to show that moving things around actually costs energy, and that selling/trashing nets you nothing. As with the current game, it’s better to place new things down than moving/trashing them, as you gain nothing (other than space) from doing so.
I bought the XL generator for both Attack and Agility/Speed on day 3 due to the massive amount of energy given, and basically didn’t need to touch it at all until around day 11. The only things I needed to keep track of was the number of Defense nodes, and the exact value of Healing (which can be cheesed using incrementors). On day 12, I needed to increase my value for Attack, so I simply bought another XL generator, combined both powers and just continued to AFK. I was sitting with over 10k energy on Day 17, with my Attack, Def and Agility values way over the required amount, only really needing to double check my Healing and Def node count.
As such, the game seems boring the longer it goes, as you’re just building more without any challenge past the first few days.
The early game also seems luck based, as at certain times, I roll a number higher than 10 in Attack, which requires me to get a better generator or incrementors, while sometimes I roll a 9 and not have to bother.
There are also quite a number of typos which can easily be fixed later on, such as “became you new user” in the intro scene. The ability for a player to choose their name if they want to would also be great.
The game is a really great puzzle game, and has so many mechanics that it feels a little overwhelming to begin with. But I don’t see much relevance to the word Claymore, as other than the artwork, which actually looks more like a Machete or Falchion rather than a Claymore, it doesn’t seem to have a link.
I can see that you put in a lot of work into the game, considering the massive amount of building types and mechanics you implemented, but I feel some polishing and tweaks would do well so that players can enjoy the mechanics you spent so much time on implementing. A great prototype for a 2 week game jam!
Can't thank you enough but this is a very good feedback! There is truly a lot of stuff that I need to improve on. My guess was the balancing before reading, and it's indeed the case it seems. The energy requirement of actions is another place where I really need to work a bit more on. Given that it's likely that you wouldn't spend much after purchasing the powerful items and fully unlocked the map, having more than enough is definitely a problem.
As for the claymore thing, I guess given the game is never about the weapon (as a weapon) in the first place, it surely is not doing a good job connecting the claymore and the gameplay. And that's 100% on me trying very hard to fit a name to the pun on SMoC :(
Anyway, again thank you for the feedback and glad you enjoy the game!
i liked the the gameplay, it was a little confusing, and i think if/when you update maybe this will benefit from a tutorial to show/allow the player what needs to be done. will come back to this cuz i got it in the end and i wanna see how far i can go :D
Thanks! Glad you like it! Yeh I really need a tutorial for the game, it's so annoying not having one
Really polished. The music is great and the little battle animations are so cute. I'd like to see how challenging it gets as it progresses, so I think I'll come back to this one in the future for some more tries.
Thank you! Glad you enjoy it! The balancing is currently not too good right now but it should still give players a challenge with the ever increasing attack and healing requirements. Probably will fine tune it after the jam was done
this is so good! its so polished! the sfx is on point , and the gameplay is a lot of fun! the fact that you busted this out in 2 weeks is amazing! great job!
Survived 7 days. It is a pretty unique puzzle game for sure! I didn't really understand how some of the things worked but still made it 7 days. Not sure if that's good or bad. Graphics are perfect and great, music fits and is also good. Well done.
7 days is not bad at all! Glad you like it!
I liked it! I think that maybe it didnt require as many of the different pieces as I was hoping, since I could mostly get by with just amplifiers, minuses (i forgot the name lol) and combine/subtract. Im not sure how you could force people to use the different parts though. But yea! Cool game, suits the brief, pretty innovative too. Maybe the timer was a bit unnecessary (and can be cheated by opening a menu also haha)
Glad you enjoy the game! I am thinking maybe making the requirement curves a bit steeper but I am not too sure, probably need more testing before committing to anything, but I would really want the more powerful parts to be used.
Nice concept, although I must admit, a tad complicated so I got as far as brute force with amplifiers allowed me to xD
Ha ha, brute force is a valid strategy for now. I should have the curve a little bit steeper just to prevent this though.
Anyway, glad you're having a good time!
Crazy to see a zachtronics style game in a jam. It's really impressive and fun to play once you figure out how everything works. I made it pretty far on my 3rd run once I had it mostly figured out. I never was able to understand how the duplicator works. I think it'd be nice if there was a tutorial level that let you undo stuff and mess around a bit to understand how to place things and the mechanics a bit, I had to refresh the game a few times when starting cuz I wasted a ton of energy trying stuff out. But this also seems like it was a crazy amount of work so I get not having time to make an interactive tutorial. Great work on this!
Good to have a fellow zachtronic player here! I am glad you enjoy the game!
Yeh it took me quite a while to nail down the core mechanics and that really drains a lot of time. I guess it's around 10 days or so. Would really want to get the tutorial in too but sadly ran out of time. Ah, btw the duplicator currently is a bit bugged, that somehow it only works when input from the right (and the equivalent direction when rotated) came last. Some how this got missed during the final check :(
Really cool game! I love the art and sound design! My favorite was Buttercup! They didnt make it very far as I am not very good at understanding the game, but I think I am starting to! I think theres a lot of depth here and I will defo come back to play this again!
Glad you like it! Thank you!
This is cool but it needs a tutorial level really badly.
So true, so true. But anyway, thank you for playing my game and hope you are having a great time!
Very nice idea! It reminds me of some other game (I can't remember), but it feels more interesting to explore and develop.
The only issue - the "claymore" part feels completely irrelevant and detached.. Although aesthetically I totally loved it, very "Transistor" game vibes :D
Do you mean games made by Zatronic Games? This game drew huge inspiration to those!
Originally wanted to do more with the weapon part, but just ran out of time. But I guess when you are not going to be involved in the actual battle it is bound to feel detected in some way. (I probably need to think about this more)
Anyway, thank you for playing!