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Pocket Legion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #226 | 2.650 | 2.650 |
| Theme interpretation | #328 | 2.450 | 2.450 |
| Graphics | #337 | 2.450 | 2.450 |
| Audio | #339 | 2.300 | 2.300 |
| Overall | #374 | 2.300 | 2.300 |
| Gameplay | #416 | 1.900 | 1.900 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/bozben/Riff_Lord
Game description
In this game you fight against enemy waves with your own waves created by different kind of legions. Also there is a mini game where yo need to press the correct input at the correct times in order to gain buffs.
Theme interpretation
Two parts actually. waves of characters ( both enemy heroes and legion champions) and waves of magical runes at the bottom.
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Comments
Well done, I like the music, it's really catchy. It would be even better if you could add some effects, like particle effects, when I hit the beat; the current feedback is weak.
However, I haven't fully grasped the game yet because I have to keep my attention focused on the bottom left corner to avoid missing any beats. The only thing I'm sure of is that hitting the beat gives me a benefit, but I don't know exactly what.
I saw a very complex results screen; I think you've done a lot of work on that, but I think it would be even better if you could refine the game's feel.
I agree, feedback is lacking + I probably suck/ have little exp, but it was way too fast for me
There is definitely impressive amount of stuff in this game. Not an easy feat to get all this done during a jam!
I realized that after playing for a while, I have no idea what was happening at the top half of the screen. I need to follow the rhythm track so closely that there is no way I could spread my attention to also see what is happening at the top. The rhythm tracker would need to be somehow integrated to the gameplay.
Also, I understand this is meant to me a rhythm game, but the timing of presses does not really match with the music, does it? It is a bit confusing trying to listen to the beat but then the actions do not land on those beats at all. Also, I see that there is nice amount of leeway when pressing too early, but this does not seem to apply for late presses. I think more forgiving timing is crucial - especially for jam games.
But I appreciate the work that has gone into this. A lot of stuff to like!
Thank you I worked upon a patch for the reasons you said I tried to fix them as much as I can and will test it a few more times before I release a patch. Great feedbacks all around also I changed the rhythym game a bit so if you dont play at all you wont get any debuffs or buffs. I will also added an instructions page so people can actually look up what is going on. Thanks for the criticisms.
I hope I wasn't meant to pay attention to the top half of the screen, because my eyes were glued to the bottom left. I think this game would work much better if it was slower, especially at the start. I struggled to keep up right away, and realized I didn't have a chance to figure out what was happening. FWIW, "Riff lord" is a better name than "Pocket Legion" in my opinion.
Originally I had a background character that is playing a guitar which is the "riff lord" but mixing the music with the rhtym was a bit too much for me to do it alone so I scrapped that and made butom half like an enchantment game. Thats the reason of the name change. Also I changed the rhthym systems buff mechanics so you can just ignore bottom half if you dont care about the buffs and just want to focus on strategy part. I also realized that you can't see whats happening at the top but sadly I playtested a bit too late so I had to roll with it. Thx for the suggestion.
I feel like the rhythm game playing at the same time as the battle takes away from from the fight, i think it would be better if either:
a) had the rhythm game overlaid over character like this mock up I just did
b) have the mini game play in waves between where the battle stops and it just powers up the next hit that will happen
the battles felt to long as well, your early fights need to happen faster and then build up in to longer fights as you get stronger and so do the opponents
hope this feed back is helpful
this is a great feedback and I thought same thing but it was kinda too late to refactor rhythym game. Still though I want to test this system and this was a great learning experience for me. I patched a lot of things like the lenght of the battles and strength of the enemy. also the buff system and rythym game hit-zone is improved I will release the patch tomorrow or day after. Again thx for the feedback
Good gameplay and interesting concept but it was a bit challenging to see what was going on above the minigame.
Good game, has good ideas, but it is difficult to follow the battle while playing the other minigame.
Cool idea. I kept missing runes while trying to watch the fight, the battles feel a bit drawn out) It was fun, thank you!
Thx I will fix the rhythym game and you also have the option for not playing the mini game. And I agree on the battles lenght I will adjust the stats of the enemies and the champions
Really fascinating concept. I love the idea of doing a rhythm game to empower your troops. The combat is pretty fun too tho I eventually just walloped it with the final enemy type. I feel like the rhythm game is slightly off, it works way better full screen than scaled down but I feel like I'd randomly lose points, maybe the bottom two lanes weren't showing or something? I felt like I could hit 100% of the notes and still never top teir 3. The animations are fun and the enemy and player variety was good.
yeah its because of the note speeds I have to adjust them. for some reason smaller the screen faster they come :D so I need to check that out.thx for the criticism.