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Gremgram's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #6 | 3.913 | 3.913 |
| Theme | #15 | 3.783 | 3.783 |
| Overall | #17 | 3.400 | 3.400 |
| Ambience | #27 | 3.261 | 3.261 |
| References / Humor | #27 | 3.217 | 3.217 |
| Gameplay | #30 | 2.826 | 2.826 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fascinating game idea and I love the math that went into it, even if it went a bit over my head at times when I went into the real game and was sorta just trying my best under the time crunch. I liked the ost as well!
I had some issues seeing the game if I didn't go full screen and the music was a little laggy but I liked the concept a lot. Maybe if the matching traits were color coated in a more obvious way it'd be easier? Or maybe I didn't fully underdtand it haha, but I liked the vibe and it was very funny.
I don't think I've played anything like this before. There's so much data to check at the same time that it overwhelmed my brain.
The tutorial is a nice and simplified way to explain the game mechanics, but once you face the real thing it's a whole different world. The manual is very detailed but also scary when you see all the math going around. XD
I found the grems little bio funny and the overall objective interesting although I have to say I didn't enjoy too much the gameplay as it's not the kind of game I'd play. (brain hort)
As expected, I got zero perfect matches and my maching skills rating at the end of the 5th day was... "unqualified". XD
An interesting matching game idea that's deeper than I initially thought. I do feel like the tutorial need to mention two things on how to improve in terms of scores, the trait colors and the swap trait mechanic, because until I open up the manual I do feel like it is heavily RNG based and I would found myself in a 'make the less bad' option scenario a lot of times. As for the upgrades, I feel like its not that helpful and sometimes a bit more confusing personally.
However, I do think this is a very interesting game concept with a simple game premise, reading through the manual I realized the team has put a lot of thought into this especially the math, Great job!
I don't fully understand the points system underneath because the numbers it displays don't really match the points I gain for making that match. It's also pretty RNG dependent, because you can get a series of Grems with pretty incompatible traits and you have to make 4-5 matches in a row that are all bad and you're just trying to mitigate the amount of loss you're incurring.
The game also does a pretty jank thing with the elements on-screen unless you're playing on full screen.
Despite these issues the game was considerably engaging. It's fun matching Grems with each other, but I wish there was more when making a match other than just receiving money. Like after 5 or something good matches you get a window that shows an update on a previous match showing the Grems happy on a date or something (like, interesting scenes that add 'flavour' to the game) or even an update on a bad match showing Grems fighting (and then you taking a secondary loss in cash as they sue you or something, idk). I guess what I'm saying is the game feels a little surface level gameplay right now and there's a good amount of potential you can tap into if you ever plan on expanding it in the future.
One slight cheese that exists in the game right now is that the points seem to favour the player because I can shotgun the matches and still find myself generally in the positive. I think this may have been intentional because of the RNG issue I raised above, since there's a good chance that incompatible matches appear a lot so you might have scaled the payouts per match to not punish the player too much for something they could not control. I do like though the ability to swap traits around because it somewhat incentivizes a level of tactical gameplay.
Still had fun though. Good job on the game and congrats on the submission! :D
Interesting idea, would be cool to see some complementary traits score points instead of just matching ones. Rng feels a little painful sometimes, since anything could be coming up next. It feels like the last one remaining is kind of just ignored since there's literally no choice there.
Unique idea, I opened the settings and saw the sorting algorithm and my brain melted out of my ears
After recovering, I hopped right in, and kinda got the hang of it, starting out, it's tough to balance figuring out which grems to pair, and still moving through quickly to maximize profits, but like another commenter said, once I got the upgrade to show score, it was literally just a case of mousing over everything and picking the best option
Not sure hot to balance that, to be frank - there's a lot of comparison and consideration the bogs down the goal to be quick, especially when RNG just gives you some not great traits to pair
But that's fine, can't iron everything out within the bounds of the game jam, and that may be something the team want to leave as is anyways.
All in all, solid submission and a fun time, thanks for submitting!
I really enjoyed this one. If I had one thing to say, there were more times that I felt I had no good matches than times when I had any at all. I played for a couple days and had exactly 1 perfect match. Sometimes just really rng screwed.
An innovative idea. The instructions were clear but there were too many random factors. I ended up buying upgrades and going off of that instead of comparing the traits.
An innovative idea. The instructions were clear but there were too many random factors. I ended up buying upgrades and going off of that instead of comparing the traits.
Funny game. Love the names of the Grems. I think in the tutorial the big Grem covers up the clickable options (at least it did for me), leading to a very un-educational tutorial. Wish there was a little bit more of a gradual increase in difficulty from tutorial to full game, but after a few rounds I got what I was supposed to be doing. i didn't realize the traits have to be in the same slot to match up well (I made a perfect match and it gave me a low score because the traits were not in the same slots)
Now I know for sure I should not be the one leading a shoebox eugenics (eugremics?) program xD
I enjoyed playing, and I really like all of the little grem touches (the grem names, the grem color scheme, the play button being a grem).
This game made my brain explode. (at first)
But once I got a hang of it, I found it to be a very unique idea!
This game really tests skillsets I don't think get tested very much in games. It seems to be a game about processing large amounts of information quickly, working off of incomplete data (future grems), and occasionally making snap judgement calls based on probabilities. The only game I can think of that is like this is a stock market game called "Space Warlord Organ Trading Simulator", but I imagine there must be other stock market like games that are also about rapid information processing..
I find the powerups in particular to be interesting, as they really don't directly make you any more points, but instead just process the information a bit more in order to help you make better decisions. I find that entire premise as a powerup to be a very cool idea. I can't really think of another game of this style with powerups like this, so it's actually a very novel idea.
I think the main things I would comment on as a potential critique is that I think the learning curve is quite steep. It's actually not as complicated as it seems at first glance, but it took me quite a few playthroughs to get a sense of how score is actually calculated. Until then, even with the manual, scores felt very arbitrary and sometimes random. The tutorial does help, but immediately after the tutorial I didn't quite get what was happening.
The large volume of information you need to process/memorize is very overwhelming at first and may turn off some people. However, since processing relatively large amounts of information is the point of the game, you cannot really simplify the core design too much without sacrificing the appeal of the game IMO.
This is really a scope thing, but if I were to recommend ways to expand upon the idea in a larger game, starting off with simple matches with maybe only 1 trait, or a smaller pool of traits, and then scaling up to the full game would be a good way to get players to grapple with the game mechanics before the game becomes more and more complex.
Another critique is that I also think that there are too many situations I end up in where I end up with no possible good matches.. I don't know if the game already does this, but if the game generated with a pool of grems that always has a potential series of good or perfect matchups, I think it would make the game a lot deeper, as you would need to also try to predict what traits the new grems may have. It will also make any bad matchups left over feel more like the player's fault.
At the moment, there are too many times where I only have bad matchups left and felt unlucky.
Anyways, I think the idea brings something very fresh to the table. It was a good game for me to crunch my brain a little bit to try to figure out and form some strategies around. If you have any strategies in this game I'm actually quite curious as I want to compare strategies
Oh and the profile descriptions are really funny. The one where he just says "I lie everday" made me lol for real.