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Lunar Dragon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Characters | #6 | 3.250 | 3.250 |
Audio | #6 | 3.000 | 3.000 |
Story | #7 | 2.250 | 2.250 |
Overall | #8 | 2.700 | 2.700 |
Gameplay | #9 | 2.250 | 2.250 |
Visuals | #10 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Love the animations, they give the characters some personality. The dialogue with that npc is also helpful to give the player direction on what they need to do.
I like the idea of enemies being unable to attack after taking a certain amount of damage, but eventually I think they should be able to attack again. They feel like a dead enemy that you have to spend a turn hitting again. If they recovered and started attacking again if you dont finish them off fast enough, that could add some strategy.
The combat also feels very slow, especially when waiting for the enemies. Something like letting the next character start their turn while the previous character is moving back to their starting spot could help with that, or just speeding up their movement when they run over to another character and back.
Overall it was good, and would be lots of fun with some polish.
Thank you very much for playing it and providing great feedback. I was unsure about whether to allow the enemies to eventually attack again after going into the near death state or keep them in that state permanently and make something else happen as a consequence of the enemy nearing death (for example, bonus damage on other enemies for leaving enemies in the near death state or maybe even the ability to use a type of "confuse" or "zombie" mode on these enemies. Your idea about the enemy recovering after a certain amount of time would probably speed up combat though (the player would be forced to deal with these near death enemies right away). Your other two ideas for speeding up combat are great ones too, thank you for the suggestions.
Beautiful game, cool animations and combat mechanics, but the rotation of the camera during the selection of skills makes me dizzy
Thank you for playing. I will take your idea of removing the camera rotation during the selection of skills into serious consideration.
The combat could use some work. All the ATB bars move at the same speed and they keep filling even when you're selecting and action even though the enemy doesn't move. Either have the wait ATB version or don't, this was a weird implementation. I also think the actions and character need more gameplay flavor, they are all too similar.
Thank you for taking the time to play it. There are a few different things that I did not have time to finish implementing, so some things do not work as intended yet. I would like to continue working on this game though, so I appreciate the advice on what to put more time into next.
Let me know if you would like some help with the combat system. I work with statistics and mathematics and I have been playing RPGs for 30 years. Keep up the good work!
Thank you!