thanks for the feedback, Im absolutely already in the works of looking into ways to expand the game, so hopefully that will happen in the future
7Bit Hero
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Its difficult to rate this appropriately, but from my impressions reading this, while I understand this was written as a standalone RPG system, It lacks a lot of the details to help players actually setup their own actual game session.
I can see it being a fun rule addition to existing RPG systems to incentivise the risk/reward of stripping
For note, beat it on normal. Good art and animations, controls felt good, noticed a small funny thing where if you held jump and spammed attack while a snake, you could kinda fly.
Gameplay felt fun and tense, felt like I had to actually outplay the enemies. The boss though, that was kinda rough. With how precise the spear hurtbox was and how some of those orbs curved, quickly got a bit frustrated. Can absolutely see a good system with this game if you decide to go further with it
This game oozes such a cool vibe, I love it. Its also great seeing art from fellow pixel artists.
The mechanic about moving the image independently of the puzzle pieces is really cool, although can make it super easy to just find that 1 part you can easy solve and use that everywhere.
The options menu has a surprising number of options that are really cool, as for feedback, an easier way to see which youve completed without the stats tab, and a maybe a prompt for when youve completed a puzzle?
From what I understand from the "I started Early" it was mostly art done and added for the jam period?
I really wanted to make a game where it was encourage to reroll runs to get the right combos. Some runs you will steamroll because of intentional hard counters, and others not so much.
Balancing the rewards for all 3 choices was difficult, I think fuck mechanically has the least incentive, but is also the 'sexy' reward so it balances out?
I love systems where your progress is visually shown to the player, and while the book also does that, I wanted something much easier to see at a glance for the player to be like "oh i still need to marry 2 more"
I wanted to make something for the all marry run as you suggested, but I was already waaaay over scope as it was. I also wanted unique marry CGs and male variants of all the monsters. I still want to do that, but I need to step back and consider if I want to and how to further expand this game.
I think the difficulty is from the style of game it is. I wouldnt have expected a Kingsfield game here in a horny jam but you made it anyway. I beat the game on normal because I didnt even realise there were difficulty options, playing on easy and knowing the layouts more made it a breeze to get through.
I like the level of cumbersome, its been designed around the cumbersome controls well and really rewards your knowledge of layout + enemies. If i were to offer my balancing feedback, the blue drakes damage itself is fine, but I think their speed should be lowered or health reduced, trapping them into corners was my only reliable way of killing them, and with some of the later groupings, that meant kiting them backwards a long way, when I think rewarding the player for rushing them down feels better (aka how i took down that room with 1 blue/2 green, that was sadistic until i figured out a strat)
The blocking stamina usage only felt bad on the boss with how frequent some of its attacks were, it reliably emptied my stamina and was kind of rng if I would gain the stamina back to block the next. I get that the ideal fight spot was that mid zone between ranged and melee attacks, but the melee hits had some deceptively long ranges. It also just felt bad getting the bonk, but losing so much of the window to attack from the minimum recharge required to use stamina again. Only potential advice I have there is maybe play with being able to attack while at critical stamina? (still using it to zero though)
As for getting stuck in the level, I got a screenshot here. Its right after the split path room if you go right to the blue drake. If you hug that left wall as you step out onto those ledges, you seem to get stuck.
I really like this game. The game is brutally difficult, but I really enjoyed it. I would say the blue drakes are a tad overtuned, but the combat dance with red and greens is fun. The aesthetic is wonderful.
I havent reached the boss yet, dying to drakes is frustrating but fine, but I ended up getting stuck in the level geometry and im not ready to try again yet after a failure that very much wasnt on me. But ill be back for sure
[Update] I have now beaten the game. The final boss was annoying but thank you for having a checkpoint there, I was so afraid of that. I think the basic mechanics are really solid, some tweaking would really help alleviate some of the more frustrating moments. Also great lose animations
Filling the journal requires doing the science options at different moods and status's, and reading the journal may also give hints as how to interact for certain moods.
Unfortunately with my timeframe, I was never able to make it clear how things worked and I also have no interest to keep going with it.