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A jam submission

Only You Are WorthyView game page

It's an idle game mixed with RPG progression. Very graphics, much game. Wow.
Submitted by Aelkirie — 7 hours, 38 minutes before the deadline
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Only You Are Worthy's itch.io page

Judge feedback

Judge feedback is anonymous.

  • The GDD is well organized. A lot of other games that inspired this one, but the mechanics being referenced are well described and images are provided to assist with visualizing concepts. The games mechanics are well described. As an idle game, there's a bunch of things going on in the background and all those are given detailed descriptions and explanations. Examples of the art style and UI are provided. The style is a really neat cross between digital and "hand-drawn", for lack of better terms. Makes me think of classic flash games. All hail MS Paint! The interface is pretty simplistic. The auto-battler is at the top and the ability "store" is at the bottom. It's not immediately clear (without reading the GDD) that you have to move abilities from the left grid to the right grid. The UI could be tweaked a little bit to make this more apparent. I also noticed that you aren't able to rearrange the abilities on the left once purchased, which is great! It's another level of challenge in addition to picking the best combo of abilities, but a pop-up or some kind of alert informing the player how that worked would be helpful. The music helps keep the pace of the game going and makes the player feel like they need to hurry. Well done there. There are a lot of different legendary weapons that all had different abilities and "fated quests", so there's all kinds of room for further development of levels and upgrades. Great start!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/173IuMSb9iubGsC7SfiWgAQmEh5pHYmcGXEWmLEsVo3s/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
It's an idle game where you can upgrade your power as a weapon, carried and wielded by many until you either become a famed weapon or become abandoned. Play the game by purchasing abilities, dragging them from left to right, and get help through the help tab on bottom right.

Please explain how your game fits the theme:
The game has you as a weapon, with the lack of normal player agencies like controlling the humanoid wielding you, moving around, or interacting with people. The only thing you can do is improve yourself so that you can become a better tool, a better weapon for others.

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Comments

Submitted

So after the tutorial ended I felt a little lost until I messed around with the trays a bit more. I thought I had to just click on the buttons on one side and it would activate but eventually I dragged it to the other side and it finally clicked for me. I think my brain panicked and totally missed the help button. Maybe with time a mock battle taking you through the steps or something in the UI to make the help button more noticeable?  All most likely a skill issue on my part. Over all the gameplay was great and I enjoyed the battle as I got into it! Infinite mode was a very great idea to add to increase replayability. Overall great entry!

Submitted

*edit: re thinking what I mentioned. I think possibly labeling the trays as the buy or sell tray might help .

Submitted

A really fun little game! The art is simple and the music fits! I liked the option of changing the game speed, makes the combat not feel so sluggish.

The game doesn’t seem to scale with the browser size, as it only seems to be about half of the screen anchored to the top left, while the rest of the game is a black screen. As compared to the original Godot logo while loading, which covered the entire thing.

It definitely needs a tutorial, as the only way I figured out that I’m supposed to drag and drop abilities instead of clicking on them was via the description. A basic tutorial to teach players this in the game itself would be great.

A way to lock skills so they are not rerolled would be nice, as many times I would be saving up for a skill, only for it to refresh when I could just afford it.

The inventory is too small, especially for Endless, as you get so limited upgrades, that it’s better investing into things like Lifesteal and Speed/Damage, rather than Active skills due to a lack of space. A way to expand the inventory via purchasing would be great.

Developer(+1)

Yeah, I understand most of those problems, and it has already been accounted for. This was my first game, so I didn't have time to worry about resizing window (-‿-")

Most of the issues you point out was already brought up by other people, so I plan to settle them in the next update. Thanks for playing my game!

Submitted

This is really fun! If I understand correctly, randomness does play a huge part in what you are offered earlygame-- if you only get expensive skills, you end up skill-less and your run ends. Would be also great if there was a single skill I could save so it doesnt reroll while I'm gaining XP, like Tetris's Hold function. Amazing game tbh, not at all boring

Developer(+1)

Yeah, I mentioned that exact same feature on previous comments, regarding on what I could have done better. The tetris save slot, haha.

I still have to improve the economy design so that it still makes sense. Perhaps I could also set it so that you can buy expensive things when broke, but at a cost of your wielder's health or stats, like that Kratos God of War moment when he wields Zeus' sword.

Submitted

That was a cool experience, and increasing the game speed of an auto-battler was a great addition to this game. I thought you did a good job with the skill blocks, so that you had to select each skill carefully to fill all the tiles. I like that each class had different traits, and you got a new owner each time you lost. You've got a good game here!! Well done! 😁

Developer(+1)

Haha, thanks for playing my game! For the unique variation of owners, I still could improve it further and expand its stat scaling, but also include special abilities that each owner has. Perhaps an owner has a % chance to attack twice, or perhaps their crit damage is 3x instead of 2x. Still, there are things that can be improved.

Submitted

the hyper speed is awesome, all rpgs should have this :D makes combat feel like dragonball

Developer (1 edit)

Wait till you see Hyperspeed 2x with Godmode (you have instakill hit) when there's no memory leak. I used that for debugs, and man, it looks like a sorting algorithm.


Though if I want that as an official feature, I would need something players can do to enjoy hyperspeed, like actual gameplay features.

Submitted

Nice game and idea. Needs some work with the popups to appear and disappear at the right time. Maybe some quality of life stuff like allow to reorganize the upgrades to make space (unless it is not what you were aiming for) and some more clarity here and there on what things imply, like it took me a beat to figure what the left and right grids were. Also not very clear when the inventory wipes happen. Still all of this is minor and it is a good show of concept. Keep up the good work.

Developer(+1)

Yeah, regarding the reorganizing abilities, the original design was specifically preventing that. Originally, I wanted it to be sorted like a sorting system, or defragmentation, but I either didn't have time for it or have doubts if it would be fun. Though, you this has given me an idea I can implement.


In general, I can try to improve the UI design, and possibly merging the shop and owned ability panels into one, in a tab, and so on. I could also use a "drop in animation" while you're looking at Owned abilities, letting you know what ability is being added to the shop.


Perhaps that will work, or perhaps it won't. I'll need to walk around the idea.


Thanks for playing my game!

Submitted

this game is really cool! I love the sounds and music, I really like how fast paced it is and the shorter ability names being more expensive is really clever!

Developer(+1)

Shorter ability names are more expensive? What? I didn't know that xD

Submitted

Maybe it was just the case for me hahaha

Submitted

Good game! I like the central concept of evolving the weapon that gets passed down from character to character. It can be frustrating when you lose a life by getting passed onto a guy with 2 health but I like how each potential host has a different stat line, really makes you want to adjust your build based on whose currently wielding you. I think there's a lot of cool ways you can expand upon this too. I enjoyed my time with it

Developer

Yeah, thanks for playing my game! I know that it is frustrating for you to have your wielder killed, only to be taken over by a 2 hp enemy, but it is what it is. I did want to avoid letting players have specific upgrades that isn't meant for a weapon, so my limitations were there. But I did forget to implement the % Area Heal for entering new area.

Still, there were a few things I could have and wanted to add to the game, and I'm looking forward to the day I add it. Thanks!

Submitted

Tbh I barely knew what was going on until the end of my run, but it was fun and I could see people min-maxing the hell out of this. Lots of potential of here!

Developer

It do be like that. Though, I would need to add way more gameplay features for people to enjoy minmaxing everything. Thanks for playing!

Submitted

Played a few rounds and hard was really brutal! Not going to lie this has quite a lot of similarities when I was brainstorming my game so this game hit my sweet spot. Good to see such ideas got implemented! Ideas such as upgrading yourself to fit the user's need, and also guessing the user's need (which I ditch later on) are quite unique ideas and just seldom seen in the jam up until now. Good job!

For a few small critiques, I'd say the skill inventory got refreshed quite unexpectedly (one time I wanted to save exp for disappears when I was nearly there) and it would be better if there is some kind of foretelling just to not frustrate the player. Also, I think a character picking up the sword with the amount of health he had left is not entirely fair. (I have times where a character was left with extremely low health, single digit, and was killed next turn when he got the sword). Polish-wise, more visual effects would be nice, eye candies, jumping numbers, and screen shaking are never a bad idea and would just elevate the game a bit more.

Anyway, I fully appreciate your effort here and I'd say it's a job well done!

Developer

Yeah, most of those mentions are within my scope of expectations. This was my first time releasing a game, Godot or not, and I also considered some of the problems you mention during the design, but just lacked the time to do it. After all, most of the effects you see are hardcoded by me, instead of using Godot's actual nodes, like a Particle Node if those exist. It wasn't until the last day of the Game Jam until I realized Godot has a tweening function xD.

As for what I could have done better with the issues mentioned:

- I could have added a countdown timer when the shop is full and are about to refresh, like Tetris.

- I could have also added the Tetris "Store Slot" to store something in the shop grom being refreshed.

- I could have set it so when the sword is taken by a new wielder, all active ability cooldowns refresh, so if you have Recovery, you get an instant 50% healing.

- I should have added a % area heal when entering a new area, but I forgor.

Still, it has been a learning experience for me. Thanks for playing my game!

Submitted

I LIKED THE THEME OF HAVING A WEAPON PASS DOWN TO DIFFERENT CHARACTERS. HAVING AN "AUTOBATTLER" TYPE LOOP HAVE CONSTANT ACTION WHILE I SHOP AROUND FOR COOL UPGRADES IS A GOOD CORE LOOP THAT KEPT ME ENGAGED. I STRUGGLED TO RELIABLY PURCHASE UPGRADES FROM THE SHOPS-- NOT SURE WHY.

Submitted

Nice one! It took me a while to get how many experience points I had, but then it was cool to optimise the skill slots

Submitted

A good Sword based auto battler. Hard is true to its name and required some slight cheesing for me to win. The shop resetting when it got full still has me annoyed at times and lead to some losses. The lack of healing made the game extra difficult.

Developer(+1)

Yeah, most of that is understandable.

- The shop quickly resetting without notice was definitelt frustrating. I could have added a visual countdown timer for a reset when its full.

- The lack of healing was mainly my blunder. I forgot my game was supposed to heal characters by X% of their max health when they enter a new area.

Thanks for playing my game!