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A jam submission

Shogi au clair de LuneView game page

A japanese chess dungeon crawler hybrid.
Submitted by Fluburbio — 8 hours, 50 seconds before the deadline
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Shogi au clair de Lune's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#183.4353.786

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
I used the theme "Genre Fusion" (chess/boardgame with dungeon crawler). The fighting system is inspired from boardgames like Shogi and Onitama.

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Comments

Submitted(+1)

This was an interesting one, very well put together and I like the art and variety of items and enemies. But to be completely honest I just didn't understand the combat at all. Any time I thought I understood it, something completely unexpected happened that threw my understanding out the window.

I was getting absolutely stomped on by enemies with lower health and damage than me, the chicken seemed to be RNG, and I did not understand the calculation of what attacks are effective or ineffective against different enemy types.

So I ultimately wasn't able to beat this game, though I did make it to the final boss at least.

This is a well made game, I just don't think it's really for me.

Good job!

Developer (2 edits) (+1)

Thanks a lot for playing all the way to the final boss and for your detailed feedback! I should have taken more time to include an explanation on how the battle works.

Without entering into all the detail, here's how it works:

Turn order: you, the chicken, then the enemy.

You select one of your pieces and move it on one adjacent square. After moving, the piece will attack all enemies present in its attack range (represented by red squares). The damage inflicted will be a number between the equipped weapon min and max damage. All targets that have an elemental weakness will receive double damage.
Alternatively, you can attack without moving by selecting one of your pieces and then pressing space (this is not documented enough in game, but you can see it by clicking on the "?" button). This only works if an enemy can be attacked by the piece without moving.

When attacking, if one or more allied piece can also attack one or more of the target, they will join in in the attack. You can perfectly win without making use of this mechanic or even noticing it.

After your move, it's the chicken turn. At the start of its turn, it has a 50% chance to turn against you (reduced to 25% during boss fights). It moves to a random square like a chess knight and attacks all targets in range.

After that, the enemy moves following the same rules as the player.

Weapons have a durability. When a weapon falls to 0 durability, damage inflicted will be halved. You will have to enter a safe room and sacrifice another weapon of the same kind to repair it fully. You can also upgrade your weapons by sacrificing another of the same kind, to raise max damage and durability by 1.

The strengths and weaknesses system is way less obvious than I thought it was when I implemented it. Most weapons have an element represented by an icon next to the name. When attacking, the animation will also reflect what element a weapon is. So a thunder weapon will be effective against a piece whose equipped weapon is of the water type, water will be stronger than fire, etc., like in Pokemon.

-----

Thanks again, your feedback will help me make things a lot clearer when I update the game!

Submitted (1 edit)

Pretty cool entry. I've never heard of shogi before and now I want to learn more about it after your cool genre fusion featuring this board game. The movement was good and the concept and story were fun. The graphics were nice as well and I did enjoy the shogi game, except the difficulty issues I explain below.

I might be missing something with the difficulty as I see others are saying it's well balanced. Unfortunately, the chicken for me just seems like it should be taken out or retuned as that's where a majority of the damage to me and my deaths came from. My pieces would start in the corner next to eachother and take 25% damage from the chicken taking it's move immediately after mine next to my pieces. One weapon was almost impossible to use as well, it only targeted left and right square and when the enemy piece just side steps in front of you everytime it was impossible to damage. I wasn't sure how to avoid that. The only other nitpick is the dungeon needs some more variety. The tilesets used were great looking, but I went through many floors and they were all the same. Maybe even different colored doors for the sanctuaries and more rewards for exploration (lots of empty rooms).

Otherwise cool entry and really great genre fusion with the shogi game. Gameplay here

Developer(+1)

Thanks for the kind words and your very valuable feedback! I learned a lot from watching your video. 

The chicken has a 50% chance of turning against you (25% during boss fights), so bad RNG can indeed make battles pretty miserable at times (as it did from the very first battle during your playthrough). I almost included a "friendly chicken" option to make the game easier after the 3rd game over, but time was running short.  I think I'll nerf that chicken a bit. The original idea was to prevent any battle from stalling when everyone is equipped with clunky weapons, but I can manage that differently. I voluntarily created the weapons not equal, some of them are almost unusable on purpose, but you can use them to spam upgrades on the better weapons, to make combat a lot easier.

The lack of visual variety is due to art taking me way too long to make, too. The minimap icon wasn't nearly as noticable as I'd hoped to, it could have helped you navigate faster.

Thanks again for playing and giving my game a solid try!

Submitted(+1)

Game was good, the combat was great once I got used to how it worked and was fun to play. The Graphics are very nice too , the exploration was a bit confusing but otherwise everything else was good. 

Great work on the game, very good one to play.

Submitted(+1)

Honestly this was a great game. If I had to nitpick, I'd say that there could be more rewards for exploration and combat can get a little repetitive. But seriously, this is a fully functioning game even outside the context of a jam. Great job.

Developer

Thanks for playing and your very kind words! I absolutely agree about exploration, I lacked time to make it a bit more interesting. I have some more ideas to diversify combat, but that'll be for a new version. Thanks again!

Submitted(+1)

Nice entry!

The dungeon works semi good as well as the combat.

Moving around buffers up infinite movements which lets the player bumb into walls repeatedly when miss-moving. I did a similar thing on the jam 3 years ago and try to stay away from that now. 

The Combat works nice, but since only one of your character can move each turn, you kinda just use the ones with biggest reach and the ones you got and used in the beginning will just be left standing at their init positions.

I like the essence upgrade rooms but the upgrades were very plain, maybe these could be modified someway to become more interesting. The chick in combat were a random addon, but hard to accommodate for when trying to do tactics. So I would have it more predictable or remove it. Actually I would like to have the entire enemy movement and attacks a bit more deterministic so you can plan your actions and use more strategy in general. I would still like the combat length to be fairly short since they are random occurances. 

I liked the save system, and thats the only reason I completed the game, since I had to stop playng after reaching the final level and come back to it another day. Super nice.

The full screen mode was a bit wonky for me. It changed one of my screens resolution and the computer struggle every tme I tabbed out of the game or tried to do stuff on my other screens. If possible make it run in windowed full screen mode or similar.

I guess the story is fine, but I had some trouble immersing into it, but maybe that's just a me thing. Maybe a bit to much text for my taste.

Thanks for the game!

Developer(+1)

Thanks a lot for playing through my game and for your thought-provoking review! To answer your points:

Thanks for the tip on the movement buffer. You're right, it'll make the controls tighter.  I'll be sure to switch to a borderless fullscreen mode, too. I honestly find the current mode clunky  too but didn't take the time to study the alternatives.

Your remark about being discouraged to use any piece but the strongest one each turn is noted, I think I can improve that by giving different movement range to the pieces.

The chicken piece is there purely as the jam constraint, but I honestly like it as it is, unpredictable and potentially restraining the player or enemy movement. I don't want to make the enemy decisions more predictable because chess with telegraphed enemy movement sounds a bit dull in my opinion.

I tried to keep dialogue to a minimum while keeping it as natural as I could (for instance, no more than 10 lines before each boss, except for the good ending sequence where I allowed myself 15), but I still made it skippable in case the player doesn't particularly care for it (which is totally fine).

Since I worked alone (code & graphics), I couldn't add as much features in the combat and upgrades system as I wanted too, so that level of tactical depth is what you get for a week's worth of my time. I do have plans to improve it further, though.

Thanks again for your comment that gave me a lot of pointers for future improvements! 🙂

Submitted(+1)

That was quite a long game.

I liked the story, though I still feel a bit confused by the resolution. Finding all the notes was very nice and provided an incentive to exploration.

Battles were nice, they’ve provided enough tactical choices, though at times it felt repetitive and I didn’t understand the strength/weakness system very well. Due to the sheer number of weapons it was hard to keep track of what you have, what to keep and what to “fuse”, it almost felt like I was discovering new weapons too fast, it might work very well for a long game (10h+), as you’ll discover them less often and can have a very deliberate choice of what to use.

Graphics were nice, clear, readable. Though I felt like perspective was a bit strange/wide, but that might just be the whole acclimatization to all 3d crawlers we have in the jam :)

I was very reluctant to explore the dungeon due to the amount of encounters, so I ended up quickly trying to navigate the minimap and draft where the boundaries of the map is, so I’ll have less encounters :D

Well done, it ought to be a good basis for a bigger game with a slower progression and more variety in tactics!

Developer

Thanks for playing and for your detailed feedback! In hindsight, I would have made the floors smaller and provided more incentives to explore. I hear you about the high frequency of random battles and abundance of weapons, fixed battles with less loot would probably work better. Combat took most of my dev time, and testing/balancing took most of the rest, so exploration was not as interesting as I would have liked. 

Thanks for playing!

Neat game! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Developer

Thanks a lot for playing and for wanting to showcase my game! 🙂 Unfortunately, it seems there was an issue with your capture software,  the screen was frozen for the whole 3 minutes, so there is nothing to look at. Thanks for checking it out, though!

Submitted(+1)

Very nice genre mix. Loved the classic high-school anime setting and the mechanics were very well implemented. The ouch! popups when moving into walls cracked me up XD

Overall, a very solid entry.

Submitted (2 edits) (+1)

Terrific Presentation.
From the opening title and music I was pulled in.
I don't know a lot about real life Shogi, but I got into a nice flow after a while, the Chicken provided some unpredictability, and it wasn't too punishing the few times I died.
Great entry!

Developer(+1)

Thanks a lot! I watched your whole playthrough, it meant a lot to see you backtrack after the bad ending to get the missing notes. It was also invaluable to understand what is intuitive enough and what isn't (I should have made it way clearer that you can attack without moving, and that your pieces can equip different weapons).

 I'm glad you enjoyed the game!

Submitted

That chicken helped the enemy more then me!

Developer

It's a 50% chance, but the chicken is nicer during boss battles 🙂

Submitted(+1)

I found the Trueend.

The game is great. The environments look pretty nice, it was cool that you added a new one for the roof, and the portraits are nice too. The combat system is great, it's always disturbing in an intereseting way to play Chess/ Shogi (I mean any piece each turn including always the same one) in a game with a stat system, HPs, etc. The weapon patterns are super fun to play with and the weapon upgrade system just as relevant as I wanted it to be, no more no less. The difficulty is pretty much as I wanted it to be at the moment too, I was happy that I could resume my game instead of restarting the one time I died although I almost missed the option.

Super fun!

Developer

Thanks for playing of and sharing your thoughts, I'm glad you had fun and liked the chess spin on tactical RPG combat! I took some extra time making sure the difficulty is fair with a nice progression, so it's great to hear that you found it adequate. I'll keep in mind to make the resume option stand out more, that could have been bad.

Really appreciate your kind words, and I’m thrilled you had fun playing!

Submitted(+1)

I might be a bit nostalgic but it reminds me first Persona. I didn't play all games yet but this one is my favorite now.   

Developer

Wow, thanks! That's the kind of atmosphere I was going for. I have a lot of nostalgy for the 90's to early 2000's Megaten games, Soul Hackers was my favorite 🙂