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Imperfect Paradiso In Pandemonium's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story / Writing | #45 | 2.342 | 3.429 |
Use of Green (Green themes, style, use of Sanae/Mima, etc) | #51 | 1.757 | 2.571 |
Gameplay | #63 | 2.440 | 3.571 |
Balance (Challenge and Fairness) | #64 | 2.293 | 3.357 |
Overall | #66 | 2.489 | 3.643 |
Concept | #67 | 2.781 | 4.071 |
Visuals | #69 | 2.586 | 3.786 |
Use of Theme (Retroactive, Retrospective, Retro) | #77 | 2.196 | 3.214 |
Audio / Music | #79 | 1.025 | 1.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Myself and an anonymous artist
Streaming Permission
Yes
Touhoufest Showcase Permission
Yes
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Comments
Hello it's Medal again. I'm just going to copy-paste my notes here:
- Gameplay: There are some instructions that are too vague or not specified enough. There's a bit of inconsistency in the notation and some overlooks but overall pretty good.
- Concept: Really fun! Loving the synergy between the characters, and the puzzle aspect of the enemies.
- Visuals: Rating on the character art alone. That's pretty high, loving the designs in there!
- Balance: It's a forgiving game that focuses on having the playables kick ass.
Though with a full party, the final boss can easily get steamrolled, I wish there was scaling for Sariel at 4 players.
Additionally I made footage of the game (this is the SCUFFED/JAM edition). And yes that means I had to create a mod in a virtual table.
To anyone interested you can watch/get playing here:
Now I gotta. Scramble. To rate the 30-ish remaining games lol
This rules! I love it!
And thank you for playing, and for your thoughts.
This game’s mechanics and AI are pretty fun.
There are a lot of rules and concepts and I think it would be easier to grasp them if you let the board do the thinking, so to speak. I can picture having a bigger board, with enough space for cards that display the enemies' parts and skills (or even smaller cards that you stack on top of each other to represent an enemy's parts and their skills), or having tokens to represent accumulated wounds. Same with the player characters and their skills. I found myself referencing the rules a lot but it adds friction that could be reduced if possible.
The character and enemy designs are pretty neat.
The artist killed it with the designs.
Finally got to playing the game with a 2 player party (Sakuya and Sanae) and completed the first 2 scenes. It's pretty fun. It's like fire emblem but the parts and lashout mechanic makes the enemies a lot more interesting to take down. The one problem with the game currently is that the scuffed version has a lot of ambiguous wording on its rules, so you'll have to interpret some things as you go along, especially things regarding sequencing of simultaneous events (like multiple things which let a character on the board attack out of turn at once, like lashing out and sakuya's abilities happening simultaneously). How wounds of different severities stack is also unclear. Like how much does 1 deep wound and 2 normal wounds account for? So hopefully the author makes it clear in the unscuffed version. A visual representation of ranges and how burst looks like would also be good to lessen confusion.
The gameplay as intended though, it's pretty fun. I especially love the swing when a player can use a perfect spellcard. Maybe a bit too much agency is given to player hands but if you feel like you need more of a challenge you can let things like turn order of enemies with the same speed, or the turn order of the players themselves, be decided by dice.
And although this is a 2+ player game, someone can absolutely play this with a single person controlling all the party characters. Since the enemies have their own set behaviour (or an equivalent of A.I), you don't need a GM for that. It will play like a boardgame version of fire emblem.
There is a lot of note taking though. Like a LOT. So people playing this make sure to have a reliable way to take note of player and enemy statuses throughout the game.
The illustrations in the book look amazing. May i ask a few clarifications since i want to plan a game of this.
With anything regarding range, does it work in tactical rpg logic? That is, every point in range lets you go one point further in any orthogonal direction and you could change directions midway, or do you have to stick to a single direction for the entire range? That is, can you move in an L shape and such depending on how high your range is? Applies for both movement and spellcard range.
Can I get more clarification on "Whenever Reimu moves, she may also move the Yin-Yang Ball anywhere within 4
spaces of her. It always moves in a straight line from where it was." Does it mean that the yin yangs are always on the same square as Reimu unless she moves them herself? And doesn't "move anywhere within 4 spaces of her" and "it always moves in a straight line" contradict each other?
What is "Blast"? I am assuming it is the same thing as burst? And if so, what are the numbers next to it? I'm assuming the range of the burst but it says that it's always a cross shape of 5 squares? Since all blast/burst abilities have a 2 range though, all of them are the same square shape, but it would be strange for the range to be 2 in that case.
For Sanae's aspects, can she always choose which aspect to cast whenever she uses one of the spellcards?
With regards to the damage mechanics, does accumulating wounds, mean that an injury happens when accumulating the wounds or when taking the wounds *after* accumulating the required wounds? Like does receiving a severe wound immediately injure a character or do they need to get wounded again afterwards?
What does scaling on the scenarios mean? The amount of players playing?
Thank you for the art compliment! I'll relay it to my artist.
For range, it's tactics RPG range. It's the first one of your example, every point lets you move one point further in any orthogonal direction. Same with movement. If you charted it out, it's a big square with points jutting from the middle, like in Fire Emblem.
For Reimu, every time she moves, she also moves the ball into a space within 4 squares of her. From where the ball was at, it flies in a straight line to its new location.
Blast/Burst is an issue on my end, one of those word goofups you get in a thing like this. If it says either, it's an expanding cross shape.
Correct on Sanae. It's why her Perfect Spell card has her using every aspect of a selected spell card.
A Severe Wound would immediately injure a character, yes.
Scaling is the added "difficulty" for the amount of players.
This looks mighty interesting! a board game like this could have much potential, I shall write a full review once I dedicate time to enjoy a full session of this experience.
I eagerly await your full review!