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Hungry For Loot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.667 | 4.667 |
| Devlog consistency | #2 | 4.667 | 4.667 |
| Overall progress | #2 | 4.667 | 4.667 |
| Devlog clarity | #4 | 4.667 | 4.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A nice little game if a bit complex, I loved the story elements :) Its also a LOT of game, i was quite impressed by the scope of it all congrats !!
Thanks for playing and the feedback. We like RPGs and story based games, so ours has had the story continue to grow as it's been developed.
So first, I want to address the Game Jam and your dev logs:
I will say the game is a lot to learn, as it's an extensive, turn-based combat game. Terry the Trainer was a great addition, as I'm glad he was there to show me the ropes. I can't say much about the inventory update, as I've never seen it before.
When you infer about a Main Quest, that means there will be Side Quests. As I feel it now, the game seems very linear. So, I think you will need to overhaul the gameplay to implement choice. Speaking of the quest, I do enjoy the new font and think the menu fonts were a good choice, with a touch of individuality (not using default godot text).
Overall, the devlogs were thorough and very informative. I'm glad you were able to implement your updates before the end of the jam.
Game feedback:
I liked the small details in the targeting UI for enemies and the way each slime has its own strengths and weaknesses. Made it feel like a low-stakes strategy RPG.
I think the scenes where the slimes move could be improved. The slime sprites should turn when moving down, and each new area felt like a copy and paste from the last area.
Thanks for playing and the feedback.
I'm glad you liked the combat tutorial. It is still a work in progress, as there is so much to teach and we want it to not feel too overwhelming.
The Quest Log is a recent addition and more quests will be added in the future, including optional ones. The Quest Log will also be getting expanded to add progress bars and details of the quantities needed, along with optional goals. The overall game is fairly linear, but we do want to give the player more choices, especially as it has become more of an RPG as we have developed it and the story has grown.
The game art is currently being updated. We had been using public domain assets that lacked animations. We've been creating custom art to replace those, and will be continuing to expand the art to add additional animations and effects once the transition is done. The next update should be the first with all of that art replaced, allowing us to move onto the enhancements.
We currently have around 40 forest segments, and the next one is randomly picked. They are all pretty similar, and we will be working to make them more distinctive with the new art. As the game progresses, the terrain will also be changing as you move to different parts of the forest and then leave it.
Hello, my bad about "dialog", you were right about it being right and I should've checked first. I definitely learned something new there. It's cool that's it's more of a turn-based rpg feel. Turn-based isn't really my strong suit for games so I don't really know how slow it is compared to others. I think the combat system is cool, but the weapons weren't explained as well. That could probably help the game be more strategic and fun.
Hello,
This is an interesting game! I enjoyed the nice graphics and everything looked cool and complex. Everything seemed well done and polished I have two pieces of feedback for you. The first is that the word "dialogue" is misspelled in the tutorial at the beginning. Not trying to be picky, just letting you know so the game seems more professional. Also, the combat could be a little long from what I played and there wasn't much of a break between fights. Maybe this changes in the later game, but I think it could be nice if you let the player explore a bit and have a few more pathway options instead of just being sped into fights. But all in all, cool game!
Thank you for playing and the feedback.
We are always open to feedback, and don't find it picky when someone points out typos or other mistakes. We continue to find them ourselves, but sometimes you get so used to something that you can miss what otherwise should be obvious, so others pointing them out is helpful.
I'll do a bit more reading up on it, but from a quick check on "dialog" vs "dialogue", I do think that "dialog" is the correct term for what the tutorial is describing. Here is a quote about how "dialog" should be used from one of the places I checked: "The term suggests a direct sequence of talk or messages, often used to advance a storyline or operate software." The tutorial is largely talking about the text being written out.
The combat is a large part of the game. There is story as you reach towns and camps, but much of your gameplay loop will be combat and collecting loot. We are working to add new features to allow you to do more in the towns, along with more quests and achievements. We have some ideas on potentially allowing the player to pick which path they take later on, but still heading towards the same destinations, though this is still being worked out. We recently decided to switch the pacing of the game from a focus on simple, single button to act, shorter fights combat, to allowing more RPG-like depth, so will be revisiting the combat to see if we can make it feel more engaging.
Nice game! I've checked your devlogs, there is alot of progress!
It's great that given game is in development there are accesebility options and there is alot of them, key remappings etc, nice!
I had fun, but it would be great to add some variability in fights or maybe increase difficulty, because I went through first few waves of enemies without really thinking strategically.
Other feedback:
- gameplay options screen could you some grouping , because now there is alot of different options all over the place
- After using special attack, it is still on cooldown in a next fight - usually cooldowns are reset between fights, but just wanted to point this out
- I looted so many items (axes, clubs etc) but didn't really know what to do with them (maybe there was a hint in tutorial but I missed that)
Great job and good luck!
Thanks for playing and the feedback.
We are planing to redo the settings screen. We've continued adding a lot more options and the gameplay tab is getting too full, but haven't yet decided how we want to regroup things.
We intentionally don't reset the cooldown on abilities for gameplay reasons. We are still working on the best way to balance them. The fights are short, so having a delay before use that starts with each fight would limit them to bigger/longer fights. Letting them be used at the start means we'd have to reduce their power with the expectation of being used as the opening move every time, or make them be more specialized, like Guardian, so they are not as useful in every fight. For now, the best we came up with was the cooldown limiting your use of them so they feel useful, but also can't be the only thing you use. We may need to switch them from a "cooldown", to something that is "charged up", with a charge that lasts between fights. It could amount to about the same thing, but presented to the player differently, so it is more accepted.
The use for the extra loot is a WIP. It is one of the next big changes once we finish redoing some backend and added a few more small features. The story bits about collecting food for your clans will be brought into gameplay. You will be using the traders to send some of the loot back as food for your clan. The Quest Log will have a progress bar showing how much is needed, and how much you've sent. Items will have a food value, with lower level items providing less food, giving the player some choices over just dumping all the old stuff, or giving some better gear. We are also wanting to add shops, but are still balancing the idea of selling loot vs sending it back, and if we should add collecting gold for shops in addition to the normal loot.