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(2 edits) (+1)

Really fun! Have replayed the first ~30 areas a bunch of times now. I like how self-explanatory the game is and it surprised me to have quite some tactical depth despite being completely automated in battle. Here are the points that put me off

- Game drops off in fun after area ~20. Mostly because the bank becomes full and it feels like I'm just discarding mons left and right due to lack to space. Maybe just playing wrong though.

- Seems to have quite some disparity mons, e.g. mons with +X on hit seem to be much stronger than +Y on entering battle mons.

- Needs some clearer descriptions in some places. E.g. does the XP boost from the owl stack. Or how much exactly does that mon that increases rarity increase the rarity.

- I have a folder with all the AGDG games, I had to rename the "AGDG Demo" name to something meaningful so I can identify the game.

Thanks for the feedback, appreciate it

If anyone else says the fun drops off later, I'll probably rethink some design elements. Agree on the descriptions point, though in case of Jazzap it's difficult to express how it works in few words. I appreciate the balance feedback too - I can't look at it objectively at this point so it's helpful to hear which mons people find good or bad

I've reuploaded the file with a different name now