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Alright, this is an amazing entry. There are some caveats and I hope players read these comments BEFORE getting frustrated, as I was a bit tilted before figuring things out myself.

Gear: "Harriet" won't be able to tank in Clothes. Go buy real armor and equip it. For everyone.

Encounters: Turn off encounters. Just do it. When you've geared up and want to learn a few skills, turn them on, farm for a bit, then turn them off. I don't know WHY random battles are more difficult than half the bosses, but it's a jam game so I am just gonna roll with it.

Good stuff:

  • So much depth for a jam game in terms of combat.
  • Presentation of most maps, world events, and such was good to great. I mean, layer lighting and whatnot - pretty nice!
  • Skill learning system is neat. I wish there was a progress bar (it doesn't have to say WHAT you're learning).
  • Boss battles were interesting and took some strategy.

I totally get and agree that the difficulty is off-putting, and the lack of mechanics explanations resulted in a steep learning curve. But honestly I've never seen a jam game throw in Reflect strats in the first combat, so I knew I was there for it.

Final boss has one super cheap move that is a near-guaranteed Phoenix Down use (good thing you get like 100 of them!) but is otherwise reasonable IMO.

So yeah it's tough, and too tough for a jam really, but not insurmountable as long as you have some foreknowledge. Once you can get in this game's groove, it's a heck of a ride.

(1 edit) (+1)

Thanks for trying it out! :D

If by skill learning, you mean Harriet’s skills then yeah, while a progress bar would be good, it’s currently random (30% for the skills learned via Fury Brand, 20% for those from Double Slash, 10% for most others, 5% for her strongest-but-not-spammable skill)

Also I’ve come to agree that the random mooks are a bit too strong. At some point, I plan on putting up a developer’s cut, post-jam version that addresses a lot of the balance issues: most mooks roughly 30% lower offense, some bosses buffed, final boss given phases, etc. And a difficulty selector or some kind.

Fun facts for everyone:

  • Triplecast Unholy Darkness, one of the final boss’s cheapest moves, was actually meant to be even stronger since it was supposed to apply a 50% darkness resist debuff per hit.
  • I didn’t want to use random encounters. I actually hate random encounters in RPGs. But yeah, time was short so…oof.

Ah, OK that does explain a bit!

At some point after turning off randos I mentally made a note that it would be a better game as a series of story battles, or possibly with on-map random mobs that you can avoid. Honestly, I don't like on-map battles unless you're fighting on the actual map Chrono Trigger style, so I think the best option for a post-jam edition would be to just run with the "no random fights" paradigm.

Not sure how that would impact your skill learning (though, really the same system would work in a longer game even without random fights).

But yeah, great job, and this entry definitely made me think more than most! (about the good and the bad, but mostly the good)

Oh the skill training would be pretty unaffected. I’d use visual encounters that randomly trigger a battle from the appropriate encounter list when the player interacts with them. (No chasey-unavoidable-collision BS) Leaving the area would just refresh them to fight again.