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Pocketbook's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #6 | 3.333 | 3.333 |
Overall | #7 | 3.222 | 3.222 |
Creativity and Theme | #7 | 3.556 | 3.556 |
Graphics | #8 | 3.000 | 3.000 |
Sound Design | #12 | 1.333 | 1.333 |
Music | #13 | 1.000 | 1.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Theme
The main character uses a "pocket"book to record and fill out the fate of their party.
The Journey
Learned how to make a project start to finish with Godot 4 - code, signals, tilemap, Dialogue Manager, sprites, sound effect.
The Team
No just me
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Comments
The pen truly is mightier than the sword!
Having words as resources is such a cool idea. Since I usually go in blind first and read the instructions only when I get stuck, I didn't realize at first you would lose access to the words you already used. I love how the game kind of reverses the exact role of what a player can and can't control in a D&D game. I wish I could've seen more of the game, but when the goblin died (I'm not crying, you're crying! :'( ) he blocked the way to the stairs, and I didn't have a way to walk back either.
Either way this concept has a lot of potential as some hybrid genre game, giving a whole new meaning to branching dialogue options.
hey thanks for checking it out! yep that was a route i forgot to test after i added some other states i was going to use later, and never got around to removing the dead body. that is all the game has to offer though currently so you didn't miss anything, more of a proof of concept than a full game at the moment. thank you for the kind words!
This is awesome! Congratulations on your first game release - as far as I am concerned, this would be a very impressive submission even for an experienced team.
The main mechanic here is so cool and creative. You obviously put a lot of time and energy into mapping out the dialogue options - and I am seeing from other feedback that are multiple branching paths. So cool!
Your implementation of the existing font, art and dialogue manager was super seamless! I have seen plenty of ugly/janky games that cram in assets with no care at all, but you really built something thoughtful and artisti here! I would happily pay a few bucks for a longer version of this with more branching paths, characters, and a longer story. What you have here is wonderful - my favorite game of the jam so far!
thank you so much, that means a lot to me! will have to see if i get the spark to explore the idea further haha. thanks for putting on the event, it was fun! it was a great introduction to game jamming.
good idea just add animations because it was very stiff
thanks, yeah the sprite sheet I used didn't have animation frames so i just slapped them in as is.
I love the concept; describing what ends up happening, but you are limited in what you can allow--what an interesting way to tell a story! You could 100% go in many directions with this idea too. You could continue it as a puzzle like game that has clues to what story is the indented story. OR you could make it so that you get a bunch of synonyms and it's more RPG-like and you have to strategize when a miss is more ok or when a hit is needed, (or a heal etc.).
I liked the hints you added (the scribble sound effects) to emphasize the most peaceful path.
thanks! yeah i tried to keep it fairly straightforward here but those ideas could be really cool, appreciate it!
great concept
thank you! funny how our games ended up with similar names and menu but wildly different directions.
I know, I had a laugh when, I saw your submission
The dialogue worked really well that was cool. I was trying to learn how to make dialogue like that in one of my projects but failed miserably lol
thank you! i got lucky in finding an easy dialogue manager addon, was also struggling with how to structure it.
I've tried making my own dialogue system at some point. It got very complex due to factors like question/answer systems and branching dialogue, etc. So I gave up and decided to not re-invent the wheel by using (the same?) dialogue manager from that point onwards. It's great and you can implement it pretty easily in multiple projects, and customize it to your liking if you dig a bit into the code.