The great part of you being very ambitious with your scope and concept is that you ended up with an invaluable proof of concept brimming with potential. Apart from what’s already been said (fixing bugs, tutorial, UI improvement), I’d say the initiative mechanic is unnecessary — the game is more than interesting without it, and it slows down the gameplay. I look forward to seeing the post-jam version, especially to try out the exploration part of the game. Congrats!
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The great part of you being very ambitious with your scope and concept is that you ended up with an invaluable proof of concept brimming with potential.
I think it's the first time I receive such comment and it really resonate me as the greatest of the compliments I could get. I am really glad for your words! :-) Thank you so much!
I’d say the initiative mechanic is unnecessary — the game is more than interesting without it, and it slows down the gameplay.
That's a good point, I might add a game option to have it fixed based on the stats or use the calculation as per game instructions (not sure if you have read those on the game page). The problem with the Initiative sequence is that there are so many creatures with the same value, so I solved at the same time the issue of deciding which one of the 2+ creatures with the same initiative goes first and adding more feeling of not knowing what's next, with the consequence of be careful with what your next move could be. It's a mechanic that is getting more and more popularity in board games, wargames and tabletop RPGs, I like it and that's why I added it. However, for the ones that wants a different game feeling adding that as option is a good idea you gave me.
Feel free to follow the project and interact with me. I am planning to involve the community for the development of new cards and features.
Thank you again for playing the game, feedback and kind words! :-)