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Incompetent gods's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #222 | 3.619 | 3.619 |
Simplicity | #234 | 3.857 | 3.857 |
WOWIE! | #434 | 2.952 | 2.952 |
Topic | #515 | 2.952 | 2.952 |
Fun | #548 | 2.762 | 2.762 |
Sound | #841 | 1.571 | 1.571 |
Visuals | #880 | 1.714 | 1.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Credits
Lenscas
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Comments
Interesting game.
cool game there lens :)
Text adventures aren't really my thing, but I gave this one a try! Here are my thoughts.
In a game like this, the text is (obviously) very important, so it needs to be as readable as possible. Things like typos and run-on sentences aren't a big deal by themselves, but in a game entirely based around reading, every time the reader has to pause is a brief moment of annoyance that builds up. Even something as small as making sure each sentence has a period can help readers' understanding as text is flying by on the screen.
I greatly appreciated the ability to change the text delay, but thought the text should have been bigger. I zoomed in on my browser though, so this wasn't a big deal.
I personally would have preferred more blank lines to be added, particularly when changing between dialogue and actions. It would greatly help with readability.
I appreciated the way the altars and respawning tie-in with the theme. I liked the idea of getting different blessings/weapons each life. However, I would have appreciated a counter or something letting me know how many altars are left. I also think regaining your items is bugged, as many times the game told me I found my body and grabbed my stuff, but my items never reappeared in my inventory.
The combat system is kind of...meh, to be honest. First of all, every enemy encountered (besides the prologue and the boss) are succubi. By the way, they are all referred to as "him." Is this an error?
There also isn't any challenge in the combat. After the first two combats I just lowered my text speed to 1 and spammed my strongest weapon. I'm not sure if my weapon choice mattered though, because it seemed like everything I had did 20-30 damage. Enemies increase in HP, but don't actually offer any more meaningful challenge. I dodge most of their attacks, so I just have to spam the combat button a few more times. Because of this mindless loop, the blessing system felt pointless.
My suggestion to improve combat would be to implement different enemies that are vulnerable to different types of attacks. Maybe even single enemies will take different stances in combat which require a different attack to counter?
The text of the prologue felt like it could be trimmed and cleaned up a bit, getting the player into the action sooner, but I'm not really a writer so I don't have any specific advice for this. Sorry!
My favorite part of the game was the introduction of Mahlah, because she offered something different, and was an interesting character herself! This was the only case in my playthrough where I actually had a choice that mattered. I appreciated her joining me in the game's ending.
Speaking of which, I'm assuming I reached the end of the game? Mahlah says she will help me home, but there is nothing else to indicate that the game is finished.
Overall, you tell a neat, short story in your game! The fight system and the storytelling is a bit clunky, but it didn't stop me from enjoying it. If you continue to work on it, I would suggest fixing up the combat, and adding more interesting characters/events like Mahlah to encounter!
the plan is to extract the different parts of this game (so combat, Dialog system, the GUI, etc) polish them a bit and making a sort engine out of it. Then plugging this game into it as a test.
I don't think it would change much for the user (Except for combat and some quality of life additions) but it should give me a good base for next time as I quite enjoyed working on this type of game.
As for the "him" thing, I think you just got (un)lucky? I use the same code for the player to get the pronoun and every enemy. I can also see that there is a clear call to Math.random to define the sex of the demon. So, not sure what happened. Will look further into it though :) Maybe that part is just biased to males for some reason.
I will keep the font size into account for the new GUI. Thanks, that is one I didn't think about but which is (in hind sight) pretty important :)
Didn't understand the connection to the theme. It's becoming a bit repetitive after a while. but very cool and creative!
Gosh, Text is like my nemesis, my worst enemy... I've tried to play it, but so far i've failed... I just can't.. I'm sorry T-T
oh well, it happens. Can't really fault you for that.
Thanks for trying though :)
I like the dialog and the spare visuals. Fighting is a bit repetitive and I wish there were more options to choose like with dialog. Could def see this being expanded out into a full text game.
I love story game but it was kinda boring after a certain point. Every fight was the same and I just went with the attack with the more damage each time. I think the boredom comes from the lack of music and sounds, even a typing sound would have been great. I appreciate that you can set the text speed.
Something good that could also be influence by the respawn mechanic would be the use of the environement in the fights. Like, throwing something or idk. The room could change for the next time you go in and so fight options could change as well.
I love story game but it was kinda boring after a certain point. Every fight was the same and I just went with the attack with the more damage each time. I think the boredom comes from the lack of music and sounds, even a typing sound would have been great. I appreciate that you can set the text speed.
Something good that could also be influence by the respawn mechanic would be the use of the environement in the fights. Like, throwing something or idk. The room could change for the next time you go in and so fight options could change as well.
The dialogue is pretty fun. I kind of like the visuals reminds me of playing far too much Candybox. Kind of wish there was a little more interaction in the dialogue itself. We get to make gameplay choices but there's very few story choices or at least initially. Which means there are large amounts of text where we have no input. Cool idea though and good character writing.
If I had more time then I would've added more ways to change the story. Sadly, I only had enough time to write 4 events or so. 1 of which is used to explain the mechanic and another is the intro. So, not much story left to branch in :(
I do plan on extracting the systems I used and polishing them a bit. It was fun to make a game like this, so I will probably do it again. But then without having to do everything from scratch and also hopefully including images and a better combat system.
Noice a Text adventure :D
Needs some visuals and audio to make it more interactive.
Also, I think I'd prefer if I could control when the next line appeared.
Right now, it's hard to finish a line before it moves up.
But I like the story - the characters were fun :)
The story parts of this were great. I liked talking to the gods, and the bit with the little girl demon.
The combat was very grindy, and none of the weapons I found were better than the basic fireball. Lower HP values would be good, so players can spend more time on the more interesting parts of the game.
I like the idea of sacrificing yourself, then getting back to the body to recover your stuff. That's a cool take on the theme.
the fact that you didn't find any better weapons surprises me, as the weapon generation code is very generous (but it might also just be that the basic fireball is OP, wouldn't surprise me)
The combat in general isn't something I am happy with. It doesn't offer any good choices. Sadly, time wasn't on my side and I needed something that gave a reason for the altars to exist :(
I'm happy that you liked the story though :)
Having tried to develop turn-based combat systems in game jams before, I know exactly what you mean. Hence the advice to lower the HP values. The combat doesn't have to be great, so long as it's brief.
Nice idea! But I agree with IntangibleMatter, should have made it a bit more visually pleasing
Cool idea! I do feel like it's a bit stylistically drab, though. Couldn't you have added a stylesheet?
if my weekend wasn't swarmed with stuff I needed to do and I was better at CSS, then yes I could.