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10-Day Champion (Playdate)

You have 10 days to train and become the champion of the arena! · By Nebukad Studio

A+ Work

A topic by flert created May 04, 2024 Views: 247 Replies: 7
Viewing posts 1 to 3
(2 edits)

OK I did two playthroughs and I have to say you did an amazing job! What I loved:

  • The whole concept of utilizing time to give you the best advantage for the coliseum
  • Different locations to train with different enemies and activities
  • The music during combat gives it a fast-paced feeling that many turn-based combat games do not have
  • Diminishing returns on choosing the same action

Feedback:

  • The opening art background is very cool and detailed, but its immediately completely covered by a textbox. Maybe add a smaller box that introduces the town before the larger text box
  • After choosing an action in the wilderness locations, there is a black screen that states the location and time that feels a little unnecessary, unless it has a function I don't know about
  • Typo in wound exploit "deals bonus damage equal its duration"
  • Small glitch in the text when moving through items in the equipment menu (I have a screenshot if you need it)
  • The "friendly bout" is not as friendly as the name implies, since you die if you lose
  • Possible to be stuck in endless combat loop where opponent heals faster than you can deal damage
  • It's not immediately clear what "SP" means
  • Broken build: I used Wald with rending cut, mordhau, and defensive tactics to roll every enemy to the end
  • Takta's skill feels underpowered compared to Wald's
  • There is an SP and Gold gain error where the total and amount gained are mixed up
  • The combat action bar takes up a lot of the screen and there is unused space under the MP counter. I think it could be like 30% smaller to enlarge the size of the combatants
  • Maybe reduce the number of active skills you can equip

Ideas: Some of these might not be practical for the playdate or this specific game, but just some thoughts I had while playing:

  • Fatigue bar
  • Split the $5 and $10 skills in the shop into 4 tiers ($5/$10$15/$20)
  • Reorder combat skills function
  • A good/bad sound for the exploration outcomes
  • Add movement to one small area of each background (like the water in the cave)
  • Different travel times to scale locations
  • Use the crank to play and rewind the combat animation instead of just hitting "a"
  • Use the crank for an animation to train/meditate (could also add minigame function for higher gains/consequences)
  • Real time countdown for additional difficulty
  • Item unlocks
  • Add a status effect counter above the combat action bar
Developer

Thank you so much for the feedback! Some of these are very spot on. We will make sure every feedback counts!

Developer
There is an SP and Gold gain error where the total and amount gained are mixed up

Could you perhaps provide more detail for this one?

Yes. Next time I have a few minutes to play I will take a screenshot

That was my mistake. No error. 

I took some more notes on my last playthrough, do you want me to share? idk how helpful any of this is

Developer

That would be wonderful! Greatly appreciate the help.

Sure, a couple more observations/notes/suggestions. I'm sure you have thought about most of these but here you go: 

  • Some people commented about the difficulty level, but I think its fine. 
    • I will say that Wald is very hard to beat without hyperblast since he can add +40 shield and +20hp in a single turn 
  • Earthen Ward description: "Block" should be in all caps
  • Poisonous Strike description would make more sense to say "apply one poison to each attack"
  • Moves using a percentage (ex mud wall) it might be nice to know the actual number of block points before you use the move
  • Removing auto-heal between fights until you rest
  • Some fights I noticed that the enemies use the same pattern  of moves without any variation
  • Randomize the day of the shop sale
  • 12:00/24:00 clock toggle option
  • Skill or potion that lets your remaining MP roll over to the next turn
  • Turn the crank to confirm an action instead of holding "a"
  • Option to go to Coliseum before 10 days 
  • I am still not clear on how the intel from the tavern is beneficial (apart from the sale and the merchant event)
    • Maybe if you're fatigued the tavern option should be disabled

Hope this helps

Developer

Thanks a lot for the note! Will do something about this asap!