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Mega Mana's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Vibes | #6 | 4.333 | 4.333 |
| Overall | #33 | 3.333 | 3.333 |
| Usability | #33 | 2.933 | 2.933 |
| Inspiration | #56 | 2.733 | 2.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was so well done, but I wish I could have seen what you would have done with the other 2 inspirations too.
Very clean and concise. I think this would be a solid way to introduce any video gamer to tabletop rpgs.
Love the B&W pixel art!
I have some criticisms, but they've already been mentioned by others. Instead, I want to focus on how you knocked it out of the park with the visuals and layout. Top-notch!
Thanks so much - what a kind thing to say!
This is seriously my favorite based on visuals! Absolutely crushed the vibes, so good! I just wish the rest of the content matched it. There's a bit of content missing to make this runnable, but the bones are there for something fantastic. Some map labels, pc level suggestions, and formatting would make this great. I'm left wondering what your other 2 inspiration pulls were, because you nailed the megaman vibes.
Thanks so much for the kind words and time to leave some constructive criticism - they're deeply meaningful. Definitely planning on making some updates as soon as this is all over. Map labels - absolutely, pc level suggestions - most def, what are you referring to when you mention formatting?
Also - I decided not to use another 2. The original instructions at the game assignment mentioned you could choose to use 1, 2, or 3 of the suggestions. I tend to like narrative and theme to be a little more centered on one idea. I know maybe I'm in the wrong place if that's true :)
Thanks Quest!
Gorgeous looking entry that would probably benefit from a revision to increase usability. Very cool!
I think this is an incredibly fair assessment and really appreciate the time and thought put into this. I still consider myself pretty new at game design and always find myself struggling when considering usability. Do you tend to favor things that are more generic and by definition universal or rules specific? When you run modules or one-shots at your table, do you prefer everything to be spelled out in detail or rounded to give you the ability to bend things to your table's preferences?
Hey! Glad you found my feedback useful.
To answer your questions, yes I do tend to prefer generic fantasy (though I'd use the word classic), and I think there's a balance to be struck between aesthetics/flavor and mechanics. My preference is slightly more spelled out mechanics than what you see in core Shadowdark, but it's definitely a hard thing to balance, and a lot of it is personal preference.
Some of my favorite art I've seen in this jam and what a cool premise. I feel like the party being able to pilot a giant mech at the end of an adventure like this would be so satisfying.
MADE MY DAY - thanks Tim!
Some of my favorite art I've seen in this jam and what a cool premise. I feel like the party being able to pilot a giant mech at the end of an adventure like this would be so satisfying.
I'm not 100% sure, but the jam may have asked to incorporate all three NES titles that were assigned. Regardless, I'm a fan of the layout and graphics, and the excellent use of Mega Man.
The start menu table of contents and the pre-gen stat blocks are all splendid. The map is clean and readable, and for the most part, I was able to identify the rooms from the descriptions easily. I have an idea how I might run the sliding floor tiles, though it's not immediately obvious to me. Fun thematic monsters, especially the Silent Guardians (a la the Weeping Angels). The distended giant snake is a great way to clue players in that it has one of the crystals.
We need a stat block for the Ancient Weapon so we can have a Kaiju Battle! Awesome work!
First off the bat - thanks so much for the time to leave a review!
Secondly, I almost had a panic attack at your comment - but then found where it says on the assigner tool, "You can choose to use elements from one, two, or all three of these games to inspire your jam entry." I tend to be very concerned with clear organization when I design things - which kind of makes it difficult for me to get too weird and out of the box. Hopefully this community will help me stretch and reach for it! I bend toward clear themes and narratives, so when I read that, it was obvious to me that I'd just be selecting one of the games, regardless of what it was.
I'd love to hear your thoughts on the sliding floor tiles and YES WE DO need a stat block for the ancient weapon. I originally had that in mind for a final MegaZord showdown, but I ended up running out of pages.
LOVED the art style and loved the dungeon config as a robot.
apologies but did I miss something but what were the other two games in the inspo?
anyways fun little romp and as much as I hated youn choice of heading typeface, I simultaneously loved it for all the Sierra Adventure game vibes it gave me.
beaut submission
HA - I've always heard that if there's nothing somebody doesn't hate, you're not really saying anything visually. Thanks for the feedback! I LOVE the old point-and-click adventure games that I grew up on: Day of the Tentacle, Full Throttle, the Dig!
I was literally just thinking about how your game is probably my favorite of the jam. Very classy design vibes, SO much content packed in such a small space!
do not get me started on all the Space Quest, Kings Quest, Quest for Glory, Conquests games!!!!!
what a time to be alive
and so glad you enjoyed mine!