This game is quite interactive, but I saw a player with 9999 power, and it kind of ruined the gameplay for me. I’m not sure whether it was intentional or not.
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Craft-off's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #297 | 2.385 | 2.385 |
| Graphics | #401 | 2.154 | 2.154 |
| Audio | #425 | 1.731 | 1.731 |
| Overall | #457 | 1.808 | 1.808 |
| Gameplay | #463 | 1.615 | 1.615 |
| Theme interpretation | #491 | 1.538 | 1.538 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/SteffenJoergensen
Game description
You craft your weapon with materials which you unlock by defeating PvE waves. Every other combat is asynchronous PvP.
Theme interpretation
When I think of "waves", I think of back in the day when I played Warcraft 3 custom games. I went with waves of PvE and PvP here.
Comments
Interesting idea, in practice there wasn’t much strategy to getting a good build going. Ultimately I rage quit when i ran into a player with 5000% weapon speed who ended my run.
I'm not sure if I was missing something, but I don't think I had any meaningful options during my run. Is the intention that eventually I have enough mods that there are interesting trade-offs?
The main idea is not bad, but for now it's too slow and little boring. I think it's need to add more player's actions at the combat mode, also it's need some scene improvments to make the battle interesting to watch. Otherwise, the game has pretty good pixel art. It would be interesting to see future updates.
See, the original idea is good, but I really don't feel like I can affect the results by any way, since upgrades are rare and I don't even get to choose anything, so I don't feel my impact as a player. Also it's really slow, to the point I had some time to read a book (not to be negative, just for you to notice)
Huh, hopefully others don't see it like this. I just doublechecked both Godot and itch.io settings, and it's fine on my end. Sorry!
EDIT: Ah! I see. The game was not optimized for fullscreen, which some platforms autoplay the game in. Playing the game on a desktop in browser without forcing it fullscreen should work.
Its a little slow but i liked the idea, i think u had a great approach to it
The stat system seems easy to understand enough, as is the combat mechanic, but some explanation about the unlocks, the buttons and the crafting mechanic would go a long way to help player make informed decisions.
Since combat is fully automatic, it feels painfully slow at the rate it is now. I'm actually writing this comment while combat is unravelling in another tab, checking once in a while how it progressed.
All in all, it has potential. Maybe add more life to the combat screen to give the player more to look at, speed up things a little bit, and add a little more eye candy to delay boredom.
PS: I think PvP means Player vs Player but have no idea what PvE means. Did I play versus other human players? If so, that's cool for a jam game.
The font size of the game text is too small, try optimizing it?
Moreover, I didn't understand the gameplay of this game. Try adding game instructions?
I think it's technically impressive to integrate PvP and PvE into a game jam game, but the game is confusing and not very engaging for me personally. I was halfway through when I even realized that I was playing against waves of enemies and I was customizing my sword's stats in a meaningful way.
I don't know if the order of unlocks is random, but the first 'crafting' unlock I got simply allowed me to reset my craft, which didn't matter at all considering I basically had little to modify with.
Also, there might be some exploits going around because I went up against people with +999% damage or something ridiculous like that.
Was a little unintuitive to start with but you do figure it out fairly quickly.
Adding some control over your builds would've been appreciated, as is it felt like I had to spam the reset as fast as possible in the hopes of getting as many damage and attack boosts as possible. The early rounds also were quite slow to play through and with limited options made it feel like I was missing something.
Still, was an interesting idea and with some polish could be quite fun.








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