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Mergeware's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambition | #9 | 3.957 | 3.957 |
| Overall | #11 | 3.526 | 3.526 |
| Narrative | #11 | 3.870 | 3.870 |
| Aesthetic | #13 | 4.130 | 4.130 |
| Sound | #13 | 3.435 | 3.435 |
| Harmony | #14 | 3.652 | 3.652 |
| Stealth | #22 | 3.217 | 3.217 |
| Play | #23 | 3.348 | 3.348 |
| Novelty | #26 | 3.435 | 3.435 |
| Kink | #27 | 3.348 | 3.348 |
| Horny | #39 | 2.870 | 2.870 |
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
The art is nice. I also wasn't expecting a turn based combat system in renpy.
Art was hella awesome, really loved seeing all the designs honestly. The first merge was also nice, I wished I could see more of what was happening.
The combat itself is a bit barebones, I personally didn't register at first that defusing was almost required at the bird robot fight, but that might be my brain lagging. I also thought that the phase attack card is almost required to beat the game, while the other two are not important at all.
Been saving this one for a rainy day because DAMN that art. I have a soft spot for sketchy styles. And different fusion arts for each of the selectable characters is cool, the cat's my favorite one. The world presented is interesting and unique.
However, I feel like the combat is a little bit of a mess. A lot of turns feel wasted because of the enemies super high defense, especially since dealing 0 damage leads to no direct visual feedback, just the turn ends popup. And I can't imagine how any perk but Independent has any use given the high defense numbers.
The combo mechanic is just pure RNG, not something you can properly setup or plan for. It's completely passive and easily forgettable aside from "Oh, I have a 3 combo, guess I can oneshot an enemy now".
In more minor issues, it's not immediately clear which enemy is which on the field, sure stuff like "Titrex" is fairly obvious, but only having the names deciding targeting isn't really clear enough. Though I'm not sure how much is even possible within renpy as an engine.
Bug: Having a party member dying then reviving due to regen doesn't actually properly revive them, they don't get turns despite going back to their full form visually
The combat will be immediately more engaging once a 3rd party member is added and you'll get the additional option of deciding who to fuse with to immediately increase the strategy of battles. I do hope to see continued development despite how harsh my comment may come off. I see a lot of potential in this concept.
I love the completely different main character options with multiple forms! The art and designs are fantastic, I'm guessing they're intended to become stylized like the cutscenes in the future, but I really like the current paper sketch style too! The pace of combat feels pleasantly brisk. The balance could use tuning, fusion seems a bit weak mechanically at the moment, "independent" is an amazing major perk, and stacking attack upgrades knocks out the final boss very fast. The music and sound effects are very fitting, you've set up a really nice and consistent tone! I'm very intrigued, and I hope that you'll continue development, this is a wonderful introductory chapter!
Ooh, I really like the systems in this! The way turns work is a cool idea I don't remember seeing before and the fusion mechanic is a great use of the theme and I can see it making for some really interesting advanced strategies. The writing and the lore are fun and compelling and I loved character creation as internet quiz, which accurately identified me as "really weird" lol. I feel like I don't quite have the hang of the battles yet but I want to keep playing and see more of the story, and the art is beautiful!
Really intrigued by a ren'py fighting game, and the character designs are absolutely wonderful. The combat could use some polish tho. Good job, y'all!
i like the gameplay in theory, but the random turn order means that sometimes you are perscribed with losing battle, because you rely on ichiru to get combo, and ichiru always goes last, then once your party member is out of stamina, you kind of just attrite until you lose... am i just doing something wrong? i thought maybe fusing would regain ally stamina, but it seems to be always a downside? i can't phase attack for combo, and I lose if the fuse target is downed
the history log seems to block the buttons from being pressed, as well, so we need to wait until it goes away to continue sometimes, it might be better as an optional menu
I really like the artstyle though, and i like story behind the world, I really want to learn more and play more
idk why the music reminds me of tears for fears
I'm not usually into standard turn based rpg gameplay, but the writing on this intrigues me. Digimon Frontier and Tamers did normal things to my brain as a child so I'm definitely the target for this. I'd love to spend more time in the world with these characters.
Unfortunately combat feels a little clunky and I kind of wish it was built on anything but renpy. But maybe y'all can really push it until it feels satisfying to navigate, I'll keep my hopes up!
ohh if only there were more of this. i was definitely getting into it just as it ended
i spent an hour and a half talking to one of you on stream while playing so i don't know what else i can really say!! i like the conceit and i think there's some interesting stuff going on in the combat and i think i was pretty into that boss music at the end too. nice work
Goodness! Thank you for the note on that boss music! Funny enough, that one took the least time out of all the tracks BY FAR. Probably only about 15 minutes, hahaha~ TYSM for playing!!!
That's one rough gem with already very well polished edges! The art is delicious and the world seems intriguing, writing and fighting loop felt too long at times but it's more of a me problem haha
Thank you, this is a very promising prototype!
Thanks to everyone who commented on those bugs, there's an updated version that's up and working, thank you for letting our team know! Glad to hear everyone's thoughts so far :3
I got stuck in a loop of turn endings a couple times and couldn't progress, but from what little i played, i like it! I really like the art and the whole fusion mechanic, as well as the few sequences I saw. Enemy designs are fun, and I like going directly from one battle to another. Only things I really saw that may need some attention are a few small typos, like "reguardless" and obviously whatever thing caused the softlock loop, but that's really the only issues I had. That said, I think some color would be nice, I do enjoy the more sketchy style going on, not sure if that was a choice or a restriction, but I think a bit of color would help
Oh, I also really enjoyed the small personality quiz at the beginning!
Thanks for the feedback on the bugs! And glad you liked the project ^v^~
Really like the combat, plus the art in general is appealing and the world catched my atention.
Also being this creative with the combat in the engine you used, is the first time I see that. kudos!
Love love love the creature designs. The general premise is neat. Got stuck on a nasty bug where the combat stalled out with “the turn ends” and felt like I was banging my head against a wall on the same intro fight again and again. I love the idea behind this game but it’s a bit too buggy to play it completion for me. I would also love to see this cleaned up and bugs fixed, I am intrigued.
We'll be working on those bugs ASAP! Thanks for pointing them out!~
Lovely artstyle, I like the sketchy look. I would have liked to see more of the character's body parts, but that's just a minor gripe.
The combat system is a bit confusing to grasp at first, but I eventually maanged. However the game softlocked during the first boss after the tutorial, so I couldn't progress further. I don't know what exactly triggered it, it was stuck on Borb's turn and I couldn't do anything.
That put aside, I would love to see this developed further into a complete game.
On those softlocks! Thanks for pointing it out!!!