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A jam submission

Monster Slayers IncorporatedView game page

Play as the manager of a monster-hunting guild
Submitted by islandware (@islandwareGames) — 2 days, 23 hours before the deadline
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Monster Slayers Incorporated's itch.io page

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Comments

EXTREMELY slow. Needs to be like 2 times faster I think, both the animations and movement. Overworld collisions are weird, at some point I couldn't click one of the points on the map.

Needs a bit more explanation on how ranged units work. And more visual feedback for hits/misses. Maybe some targeting arrows?

Got -1 elixirs at some point, dunno how. Game broke after the game over screen.

It's a solid start, but needs a lot of polish.

Submitted

I like the idea, but it's pretty clunky.

  • Dragging units to positions on the battle grid is really buggy.
    • Occasionally, I'll drag an adventurer to a position, then try to drag another one, and then the first on will teleport to that space.  
    • One time, after placing my guys, right after I clicked the button to start the battle, one guy teleported into a space already occupied by another guy.
    • One time, I started a boss fight (fairy boss + goblins), and I could not move my guys around.  I thought that maybe this was an ambush mechanic or something, so I advanced to the battle, but the issue persisted.
  • The extremely low camera angle on the adventure map makes it a real pain to go backwards.
  • Not knowing what tiles units can attack really detracts from the experience.
Developer

Thanks for the feedback, any chance you could send me the Godot log for your run so that I can try to figure out what's going on with the movement bug?

Submitted

I'd be happy to if you can tell me how to find it/what to look for.

Developer

Thanks! You can find the log files in C:\Users\<your username>\AppData\Roaming\Godot\app_userdata\GuildManager\logs

Submitted

-Text caret blinking but not having focus on the name prompt is bad, miscommunicates to the player.

-Audio is too loud by default. Like 2-3x louder than everything else on my PC.

-Going through tutorial. But I'm stuck? It says to buy elixirs from the shop, but I see no items in my list.


-I restarted the game but I see now. I thought the WEAPON, ARMOR, ACC, were related to the two icons below them, because my eyes were glazing over the icons themselves. I went to the Acc section and all is well. I may be dumb, but you could avoid that confusion by using colors or tab style UI so it's obvious all the icons are grouped with that specific section.

-Double click to remove item from hero inventory is slightly annoying, since click is how you equip/dequip. So you have to be careful, if you want to do that back to back. Why not use Rclick to move items instead?

-Having heroes exist on both sides of the 'inventory' for the embark menu is weird, inconsistent with the rest of the menus. At least, have an outline or some other indicator in the home box that says that hero is currently on the embark side too.

-I try to click on this node, and it just fails and moves the camera for no reason? Other nodes seem fine. [later] I beat the enemy on the right of this node, and I still can't walk there from that position.


-It would be nice if I could use keyboard, or hold some mouse button to allow panning the map camera, instead of moving my mouse to the edges of the screen.

-Battle mode. Clicking to drag the characters will fail if it's near their feet. Highlighted attacked enemies on selecting unit is neat, but I feel like it'd be better by showing all player/enemy targets simultaneously with line connections so you don't need to click around. Though, if you only have access to ~3 units it's less useful.

-If you click and hold a unit, then move you mouse off the grid and release(unit stops moving), then the next time you click it will teleport the unit last held.

-I finished the quest. I only used the elixir on my swordman twice. But, all my unit's elixirs are set to 1. Seems like a bug that decrements all those items simultaneously.

-With the inventory items being so few, I wish I could view all weapons simultaneously, and likewise for the other categories Armor and Acc.

-Unlocked research, why are there two Rings I listed?

Think I'm done now. Rough, but I see where you're going. Cool stuff, keep up the good work.

Submitted

When hiring a hero, you could maybe extend the clickable area to cover the text below the hero as well. Been clicking around wildly for a few seconds. Same goes for when you can drag them in combat maybe for easier grabbing.

Equipping inventory would be nice if it was draggable. The current system of "click to equip, double click to unequip" is a bit prone to fumbling. The second wave of heroes you hire come without weapons, and I've sent them out unarmed, because I was used to the first wave coming with weapons. But that might be just a skill issue.

"To Title" option is a bit weird, you have to quit from the menu for it to take effect?

There is some bug when you start a game, select the heroes but quit (I'm sorry, no player would do this, but I was just checking the "To Title button") and start a new game again, no new heroes are added, and you are stuck until restart the program. Very minor bug, but might be something bigger hiding behind it that could cause you problems down the line. Also New Game continues the old game, except until you restart the program? If that is intentional it could use two separate buttons.

Okay now having listed all these observations and bugs, it might seem bad, but I am just saying all these because you have a nice, functional game here, and I'm poking at the walls to see where it could use more mortar.

Submitted

Nice fantasy team manager.

The UI is very user unfriendly. I don't like double click. It seems like the building parts are interactable when there's another UI open over it.

The combat is ok, but it's very frustrating not knowing where the unit will try to attack.

Some nodes in the node map are unclickable.

What happens if you can't afford to go on a quest? SOL?

Submitted

GODot chads represent!

Really nice game, I'm loving the pixel 3D aesthetic. Now here are my points:

  • COMAT misstype in the tutorial for Barracks
  • I'd say that being very careful with keeping the pixel density/resolution consistent (including the font, and probably based on it), specially in the interface, would do wonders for the aesthetic.


    Submitted(+1)

    I'm a big xcom head who loves base management so this has me intrigued. 

    • first thing i noticed was the base music. this track along with the victory music are both fantastic.
    • the way the menus for the base are setup basically maximizes the amount of mouse movement and clicking you have to do, it does not feel very efficient. could really use some hotkeys or just placing things closer together. it also seems unnecessary to have to double click everything
    • without attack pattern previews the game is really difficult to play since you are basically just guessing when your attacks will be valid
    • character portraits are all very nicely done
    • characters staying dead is a feature i like, but the missions dont seem very rewarding if the payout is hardly enough to hire a new hero
    • the map generation placed the only healing spot on a tile that was only accessible after defeating the boss (which ends the mission anyways)
    • during the 2nd mission when i got to the boss i stopped being able to drag my guys around, was basically a death sentence
    • managed to softlock myself through extreme retardation of spending too much between missions

    needs some work and bug fixing but i could definitely see this being a fun game. i wish i could get further but not being able to drag my guys sometimes is really a run killer.

    Keep up the good work

    Developer(+1)

    Thanks, this is helpful feedback. I'm going to redo the map generation altogether most likely. The attack pattern is something that is essential so Im still working on how exactly it will work. Hotkeys are another good idea. I'll figure out what's going on with the broken drag, it is still buggy. I wanted hiring heroes to be pricy since they seem like the coolest thing to buy but simultaneously there isn't any safeguard to stop you from bankrupting yourself right now, so I need to work on that balance.

    Submitted(+2)

    Cool game but had troubles dragging heroes on the grid, I'd click on a hero and try to drag but the game wouldn't register it properly (maybe because im using a trackpad/MacOS in this instance)

    Could've perhaps tutorialized a bit more since I didn't really get how to use the elixirs (I didnt read the text popups)

    Submitted

    I had a few issues with this game, for some reason I get these graphical glitches. Maybe because I was playing at 2560x1440?



    I accidentally unequipped all my heroes before going into battle the first time because the tutorial said to click the items to equip them, but they were already equipped whoops. Should have a clearer tutorial I think and better indicator that an item is equipped because [E] can seem ambiguous. Also it says Double Click to Equip under the guild inventory but it just moves the item into the hero's inventory. So none of them could target anything and got slaughtered by goblins. I got this very strange bug after dying: https://jmp.sh/vLdHPUGo

    Some grammar errors, e.g.


    I couldn't go to this node for some reason, intended?


    I like the battles, but I wish there was a better, faster way to see which unit a hero is targeting. Maybe when hovering over them?

    Moving heroes around was really "sticky", sometimes I was sure I had none selected and pressed end turn and it moved a unit to the front and ended the turn.

    Developer

    Ah, I haven't tested higher resolutions than 1920x1080 but have had issues with font scaling so this is probably an issue. The feedback on highlighting targets when hovering heroes is a really solid one - this information should be accessible as quickly as possible. I'll clean up the menu and tutorial text as well, it is misleading.


    The node not being walkable is a bug that I haven't figured out yet. Thanks for sharing the bug with dying - I'll need to check that out too.