God damn, do you intend to say these exact comments on every single jam entry?
Scrumdiddlyumtious
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Does the apple in your inventory actually do anything? Just curious, it doesn't seem to do anything when clicked. I also wanna say the increase of resource depletion is way too high, it's almost impossible to combat it. Other than that though... The art is very well done, and the concept is pretty enjoyable. I like it despite the difficulty!
Just out of curiosity, I'd like to ask if any bigger sizes than the current max are/were ever considered for the final product. You guys just had to make Elra adorable didn't you
Fantastic game, art, and mechanics considering such a small timeframe. All involved with this project deserve the biggest congrats the internet can give! Please do take as many years as needed to make this the best it can be.
(I think this is what you're asking for, never looked into drivers and gpus that much before)
Intel(R) Core(TM) i5-3437U CPU @ 1.90GHz
I have updated my driver trying to actually get it to work funnily enough, even downloaded a pack of them from intel's actual website buuuut none of them were compatible lol
I really, really like the concept of this! Upgrades in games always feel awesome to earn, and the art is really clean as well. I like the aspect of the good and bas basically being opposite colors to each other, but as I'm sure you've heard there's some glaring issues in this that would be fantastic if they were looked at.
For starters, the finale is pretty close to impossible, as Penetrate+'s hitbox is essentially outside of the bar. That along with the ungodly damage that thing does every attack, the finale is completely unrelenting. The revival mechanic should be adjusted to only revive with a small amount of health, and probably shouldn't happen in a single turn...
As for the rng, that should probably be exclusive to the crit damage. I think it'd be much more enjoyable if either the line that goes past went slower, or if the hitboxes were all as large as the healing one is. But rather than being a solid block, the high damage/heal would be determined by how close to the center you stop the line, timing should be rewarded. In a similar sense, taking damage should be like that too, hitting the box on the edge will result in a little less than full damage, hitting it further in but not middle would do a little, and only when you smash the center do you dodge it entirely.
The upgrade system is cool, I like it a lot. Using what you earn from battles is always cool, but... I feel like because the price and timing can change on the things you upgrade, it's as much of an upgrade as it is a downgrade. It might be a good idea to make only benefits happen when upgrading.
Edit: Before I forget, status affects applied to you should wear off after 5 or 10 turns, constantly having infect damage for the rest of the fight is a liiiiiittle unbalanced. But the mechanic itself is top notch.
Lastly, I wanna talk about the lock mechanic. It's a good idea! But... Completely shielding the threat until you spend a turn just to unlock a single one that'll just put it back 2 turns later isn't the greatest. I feel it'd be best if the locks acted as a heavy shield rather than invulnerability, you can still damage through it, just with much less damage. And I feel like the Unlock technique should have its own upgrade tab, unlocking more enemies at once with a single usage, and maybe even damaging the enemies it removes the lock from.
But, I still think this has miles of potential! You made one of my favorite submissions to the jam, and I am glad the project is in good hands!