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DraymaDev

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A member registered Nov 25, 2022 · View creator page →

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(1 edit)

Review written with difficulty settings set to default.

Everything breaks is multiple creative turned based combat ideas rolled into a diamond in the rough.

The basic idea is that each move (called weapons) you have has a limited time use. If its used up then you have to find another move to replace it.

Imagine Pokemon but pokecenters do not restore PP so eventually you need to catch another pokemon to use moves again.

Unlike Pokemon, picking up weapons does rarely cost anything except running up to the weapon and risking a random encounter.

**COMBAT**

This has potential to make many interesting situations where the player has to figure out a strategy with the random moves that are in the area.

What helps this is the interesting way the game handles the party. You can get up to 3 party members but you cannot let them all go in a turn.

Each party member has their own stock of weapon, health, buffs and everything else. However if one character dies then the whole party gets wiped. If you want to use a weapon from one of the party members you then have to let them be for the enemy phase. This causes amusing situations like the time I had a character nearly dead but all the healing items were on the character with full health. So my attacker couldnt attack because he was almost dead and my healer couldnt attack because he only had heals.

There were also moments were it was to my benifit where one of my characters was almost dead but had many weapons with stun abilities so I used them to stun, then switched to someone who could take the hit.

The reason why I call this a diamond in the rough is because as it stands there is very little being done with the system. Having weapons with different types of attack stats is fun but if you just focus on a specific type of damage you should be fine. I basically beat the whole game with the same strategy, even with the constant cycling of weapons. What I would like to see are dungeons or areas that give you weapons that force you to play in specific ways. Think of it as some areas being builds and the challenge being understanding the build and trying to execute it to the best of your ability. 

Like give me a dungeon that has only healing and poison weapons that force my to turtle up. Give me a dungeon with weak weapons but strong buffs/debuffs, give me a dungeon that gives me weapons that give me debuffs. The sky is the limit but we barely jumped here.

**DUNGEONS**

There are a few dungeons in the game. I they are not amazing but they are passeble. There are no puzzles and the lore (more on that later) isnt anything to write home about.

The challenge of most dungeons is to see how much you can clear it with the least amount of enemy encounters possible. There are no random encounters, each battle is a entity in the overworld that jumps/walks/warps around and its possible to ever fight anything except the few encounters where you need to fight to proceed. The dungeons arent very maze like but they do offer their own gimmicks.They are an enjoyable part of the game and are distinct from the overworld.

I personally would like a bit more character and lore.

**ART**

Ah yes, the critisism that can be invalidated by simply looking at my itch.io page. Lets be constructive here. First of, the enemy and character designs are great. Very charming

with their own style and feel. Every character feels distinct in personality, tone and manurisms. One look at them and you can instantly tell what they are all about.

Enemy designs are really well done. They look fun and even the "samey" looking ones have distinct poses to instantly tell you the differences between them.

The problems start with the overworld and the UI/UX. First the overworld.

Each asset is lovingly crafted and fits with the world. However through the many screens of the game that you have to go through a bunch of them are going to look like each other.

Its not like layouts are repeated but many areas are the same few assets constantly repeated which makes remembering where what is hard. This could be remidied with unique enemy placements/behaviours but those are few and far between and are mostly saved for the dungeons. Doesnt help that the artstyle for the overworld is very low pixel so even enemy designs that are different may look like other ones. 

The artstyle mandates a specific colour pallet which makes making these areas substantially different a challenge but as it stands they are currently too many samey rooms. An alternative would be a map but I am not aware of how the developer thinks about adding one.

UI/UX is another issue. As it stands if you are not aware of something then reading it through the UI is nearly impossible. Some fights can take a while and I cannot remember

all the buffs/debuffs 3 characters have in any given moment. This is bad when I am trying to figure out what to do next. Same thing with the enemy. At least its shown how weak/strong they are to a specific type of damage but if they are poisoned or buffed is another story.

Also there is very little feedback in how much damage the player is taking and if debuffs were applied. There is a system that allows you to see the enemies stats but its in a place where I need to select an attack and then an enemy to see it which is a pain especially in group fights. I would like some icons to showcase the current status of everything and then keep the status windows to see exactly what is happening if I do not understand the icons yet.

**JANK?**

Here are a few things that I would like to add that do not fit into a single topic.

The game has 3 story dungeons and a secret boss but there is no sign for when I am "done" with the demo. If I didnt contact the dev about it I would probably still walk in circles looking for the credits

The game explicitly says I need to fight the main villain to end the game but that is impossible in the demo, yet every character is hyping up our fight. This is a extra grievance together with the last point

There is a crafting system in the game where I can craft every weapon in the game... I only know this because I got an item in a dungeon that says I can craft something and the dev showed me where the menu is. Currently its not explained anywhere in the game

There is a tower where you fight increasingly difficult enemies, at the end there is... nothing. Litterly a void of nothing. Thank god I left because I later found out that I could just walk into the void, get lost and needed to load a previouse save meaning I would need to fight the tower again.

There are characters that allow you to buy weapons but they are largly pointless. There are more than enough weapons on the ground to fill all your slots and they dont sell items that are super better than the things you find on the ground.

The game allows you to go in every direction but there is a very clear "first area" where you get both of your party members... a first area you can skip by going right instead of left at the start. I do not know if that can cause issues but just food for thought.

**LORE/STORY**

The dev mentioned that he will rewrite a big chunk of it so I am not going to comment on it. My only point of critisism is that I would like to see less modern lingo in the game.

**CONCLUSION**

Everything breaks is an enjoyable yet flawed game. Currently a lot of benifit of the doubt is placed thanks to possible future content/changes that could make its systems shine.

I want to see more done with the systems and possibly more risks taken. There is an amazing game in here, it just needs to be realized.

With enough feedback and polish I believe something great can come of it.

final score: 3/5

According to my analitics: This page is responsible for the biggest boost in traffic I ever got on my demo.

Ah yes the grammatical errors... I need to go and read all the dialog again to catch all the mistakes. Its something on the "to-do" list for quite some time. Same thing with the grapple freaking out sometimes. I can't seem to replicate that glitch but I am hunting for a solution.

For the projectile attacks, parrying the multi-projectile version is supposed to be a high level tactic. The projectiles are slow enough that you can just run past them and still hit the boss with your weapon. Oh and also with the Volley. Whats happening is that you are so close to the boss that he parries and you instantly parry back because you are still in a parry state in the ripost animation. It wasn't intentional but I think its a cool way to speed up the fight.

I will check out the doors and... wait Willstash gives you another gun?!?! I thought I fixed that already. Thank you so much! Without playtesters like you I would probably never catch something like this!

(1 edit)

First of: THANK YOU SO MUCH FOR PLAYING!!!

The "checkpoint before traps" was a suggestion that others have also put forward. I will add one right before the first trap.

I am not sure what you mean exactly with the heart pieces? In the collectables tab there is a tab that shows you your health (hearts). The heart pieces are apples floating around in the game.

The inventory also pauses the game so thats the "pause menu" as well. Although I should probably do something about the music still going on at full volume when in the inventory.

I'll look into the healing system. Not being able to heal at full health is a good idea.

***ALSO RESPONDING TO THE REPLY HERE***
The gun missfires right after moving? Just to have more info does it missfire when you walk, run or the speed doesnt matter?

You can hit the books when they charge to instantly destroy them. Its meant to teach a mechanic about "weakpoints" that enemies have in certain attacks. There is like a outline around the weakpoint.

SKELETON MAKES YOU CLIP INTO THE WALL?!?! OH GOD THATS REALLY BAD! Thank you for pointing that out, you are a lifesaver!

Also I might need to rebalance the game because its a massive kick in the teeth right from the bat. Would you rather have enemies do less damage or have more health? (or little bit of both?)

Thank you so much for playing! I'll look into adding more options but the whole game is build on reacting to attacks so doing drastic changes is going to be difficult. Good idea about the more clear parry windows. Maybe something like an outline when you are in the parry state that dissappear when you are in the recovery?

I am going to think this through. Again Thank you for playing and the great feedback!

I will look into fixing those bugs. Thank you for the report!

Hello. I added an easy mode so if you are struggeling and don't mind replaying a few bits then you can re-download the game and play it with a lot more health and potions!

(1 edit)

I think you mean "S"? I am pretty sure I haven't put anything on "R". S is a parry move, every attack can be parried (as long as there is no red sign above your head). If you press S without pressing A or D you parry, if you press S while pressing A or D you do a grapple. When you see those blue circles you can walk up to the enemy and grapple them for big damage. Thats also how you fight the gunmen, just parry their shots back at them.

Thank you for playing the demo so far. Glad you like it!

EDIT:
For attacks you have to watch for the red star. You need to press S at the moment the red star breaks. You might want to practice on the rats at the beginning. For projectiles like bullets just press parry right before the bullet is about to hit you. Good luck! I believe in you. I also will take the feedback to heart!

My fav game from this jam! The artstyle is nice, the music and sound effects as well. There is a good amount of juice to everything you do and honestly I see the building blocks for a good game if you wish to go further with this project!

Of course its harder. Why do you think the bad guys always lose hahaha.

I had a real life "points at the screen meme" moment when i saw that witch. I remember downloading her myself to start of an old project.

I really liked it but you can feel the lack of playtesting/considering other people playing. Things like the witch moving way faster than expected or the lack of indicators on what to hit. If you know what you have to do its easy but when you dont like a first time player there is some quess work.

Anyways great project!

As someone who is making a game about a plague doctor going on an epic quest to cure a plague this offends me... Just joking of course.

For real except the walking feeling a bit stiff my only other gripe is that it really loosly follows the theme in terms of gameplay. You could say that instead of infecting he heals them and nothing would really change.

I swear I played this exact game but worse somewhere... good shit!

My hat goes out to you. One super hotter to another.

Its a very fun idea and I absolutely love the artstyle. Very impressive you made all this in a jam!

Hey I saw you where also at ROOK RULES! Your game is exactly the kinda thing I would force my friends to play and then waste many nights playing with them. Super cool!

This is all great feedback! I am not planning to develop this after the jam but I did have some ideas that kinda got lost in the time constraint.

I wanted to be able to give orders to agents so that multiple could move at once and some mechanic that allowed you to move time with a button instead of having to do something. Something like rimworld. But I thought that it would be too complex to implement in such a short time. There is also an almost finished mechanic where you could hold other agents and chuck them as a distraction but I couldn't think of puzzles for that.

I wanted to have a real time replay but that got lost in not being able to finish it on time.

Cheesing it is maybe not intended but good that it exists. You solved the puzzle, I wont punish you for not doing it "my way".

Also idk what you meant with your other comment about the katana. I coded it to go towards the mouse the same way when a gun fires after it makes contact with an active katana.

IDK if you still feel like playing but here are some tips:

Time only moves when you walk so you can move the mouse and aim for as long as you like to make a plan.

The hero won't dodge shots in the back because... he cant see those lol.

You can shoot the hero to buy yourself time. Even if it doesn't kill him he will still dodge and recover for a bit.

Throwables can be still picked up after they are thrown. Just pick them up before they hit you in the head.

Hero cannot catch guns so you can throw through him.

Katanas deflect bullets, yours and the heros towards where your mouse points. If you are close enough to the hero it will kill him before he recovers from his shot.

THANK YOU FOR PLAYING ANYWAYS!!!

I made this in GameMaker Studio 2. The big file size of most of the submissions and games in general is because of the uncompressed audio files so the speed isn't really a GMS2 thing.

GOT A SCORE OF 6900 LETS GOOOOOOOOOOOO!!! I really liked it!

I LOVE THE SONG! Idk why but it just fits that high energy sonic style of music that I love.

I tried really hard but I cannot get past the first level sorry.

Its a really nice first game but also having to sit through that cutscene at the beginning every time after you one hit die is very annoying. There is a lot things that could be improved on. The camera is a bit too zoomed in which means that sometimes you have to know what is comming if you dont want to die which isn't good with the 1 hit-kill system. The game runs and plays (gamefeel movement wise) fine but also the walls are weirdly sticky. If you keep running towards a wall you stick to it sometimes.

Now thats what I call a unique artstyle! The game is a bit shallow but its a nice timewaster!

It takes a bit to get into it but is really solid afterwards. Also it somehow managed to crash twice but I wont complain about bugs on a game jam game.

Cute rat is cute.

I cannot tell if the music cutting out when you fight against the reeling is a good thing or not. Really fun game though although I lost 90% of my life when trying to hit the ball at the end of the reeling and the damage thing spawner right after I was about to touch it...

I like that you tried to do something novel but I fear that the execution needed more time in the oven. The controls are akward and there is no way to know what happens when lights switch.

What it feels like to have your little brother play a game you played to death already. Great stuff!

I love the mood. A lot of games in this jam are bright or at least not dark so anything like this really stands out! Also I have a soft spot for things being set at night.

The gameplay is really fun although I admit that I was just spraying and praying with my units and somehow won. Still very solid entry!

I WAS WAITING SO LONG FOR SOMEONE TO MAKE THAT JOKE!!! Thank you!

Its a diamond in the rough.

The weapon is so overpowered it clips bullets through the wall hahahaha. No but for real its a really fun game.

Great idea and gameplay is nice but it could be a bit more fast-paced. Although I am someone who likes my things faster than most so take this advice with a pinch of salt.

Its... interesting! Also very nice presentation!

IDK What I played but I sure as hell enjoyed it!

Really cool concept but it gets repetitive insanely quickly.

The fact that you got voice acting should earn you 5 stars for presentation but the game looks really nice above all that.

Short simple and sweet! Also a very good idea to build a whole game around. Also respect for having a similar idea to mine with controling multiple enemies.

WHY IS THIS SO FUN. Its like doing gatcha pulls or something I just want to see more outcomes!