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A jam submission

DnD: Death and DismembermentView game page

Physics-based melee carnage in a fantasy industrial world
Submitted by Static Leap Studios (@staticleapgames) — 13 days, 22 hours before the deadline
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DnD: Death and Dismemberment's itch.io page

Results

CriteriaRankScore*Raw Score
How good was the audio and sound fx#163.0923.188
How well implemented was the UI#172.6682.750
Was the game fun to play#182.4862.562
Was there a clear path of progression#192.2432.312
Did the game include the core elements from the original#192.0622.125
Overall#192.5102.587

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Was the game fun to play?

The core combat remains engaging, though I found the fun leans more towards the character's actions rather than the new pet mechanics. While having animals fighting alongside you in the arena is a fantastic concept, especially with the distinctive designs, the pets feel secondary to the action. I like that you can stab forwards, swing around and even use a blunderbuss to shoot bullets. I also like the non lethal takedowns and how your pet can follow you and change to an aggressive stance. But I think to ramp up the fun, focusing more on the pet training side of things could be beneficial. So there could be some mini games where you actually see yourself doing the training of the animal and it could make the bond with the animal feel more interactive.

Did the game include the core elements from the original?

Yes. There are 3 different pets and the type you get depends on how you play. I got a wolf the first time and then when I released it in the wild after 7 battles, I bought a new egg and got a lizard. It’s great that you can train the pet’s aggression, loyalty and discipline as well as adding elemental damage to the attacks.

Was there a clear path of progression?

Definitely. I got an egg from the beast vendor who gives clear instructions to go to the arena to hatch it. You then do battles in the arena with your pet and you can choose how you want to train your pet and there’s also a ghost mode which is great fun to see and I tried it out a couple times. Stats are displayed at the end of battles and show your progress.

How good was the audio and sound FX?

The music fits the medieval atmosphere perfectly and is quite pleasant. Having separate volume sliders for the music and SFX is great. The hit sounds are satisfying, though I’d love to hear more unique and distinct sounds for the different animals.

How well implemented was the UI?

The UI is very clean. I like that the pet can be renamed and the names of the characters are displayed in the arena in stand out colours. Having the UI in the top right corner for the status was a great placement whilst also being informative. It could just be my eyes but I think the red gun crosshairs blended in too much with the background and white might have been a better choice of colour. Lastly, I really liked the way the cooldown UI was shown. 

Developer

Peter ate my entire team when I challenged you guys, lol.  Interesting to see you using a staff/blunderbuss combo, I haven't tried that one but it looks pretty versatile.

Thanks for the detailed feedback! I have the pet sound effects, but sadly never implemented them before the deadline.

Switching the crosshair to white is a good call, maybe it should red only when a the offhand would hit an enemy if activated at that moment.

A minigame sounds like a good addition, maybe once per life stage:

When it hatches, you have to chase and catch the larvae, when it turns into a juvenile you have to cast a spell projectile on it to form a pact/bond, at adult we have the beast vendor training, and at special stage a 1v1 fight vs your pet for dominance/alpha.

Submitted(+2)

I'm a bit torn on how to score your game. It's very well done as always, and the creative take on what a pet to care for meant in your game is handled very well. At the same time, progression feels a bit forced, and other than having an in game pet, I'm not sure what tamagotchi elements you have. However, I want you to keep going in this direction. pets existed in gladiator battles, and I think this adds a fun additional mechanic to the gameplay.

I would say "having more ways to care for the pet would make progression feel more meaningful" and that is true, but I think that would take away too much from the incredible game you're already working on. This is one of those catch 22 situations where if you focus more on scoring well, your game would move in a weird direction, but if you continue to make your game what you want (which is the right choice imo) Then you might get low scores, but a better game.

TLDR I love this game, I love the direction you're going, even if you get eliminated, you're a champ in my book. Great job bro.

Developer(+2)

Thank you for the feedback!

I totally get what you mean, personally I didn't think Tamagotchi was fun when it came out and I still don't (same with QTEs), and since I'm not going to spend time making a game I wouldn't want to play, here we are lol.  

I typically think of gamejam themes as more of a prompt to be creative than to make something that's been done before.  In my book, success in the former far outweighs scoring well in the latter, and the most valuable outcome for the developer is receiving good feedback on how to make the game better.

Hearing that you've had fun playing is a huge win for me, I hope you'll enjoy where this project goes after the jam!

Submitted(+2)

For sure bro. So glad to hear, we have the same mindset on this. Just gave you a follow, and I'll be keeping an eye on it for sure.

Submitted(+1)

This is a great discussion, thanks both for sharing! My debate as well, glad you went all the way and fully committed to your project! 

And cool how with that mindest you managed to have some Tamagotchi-theme things in there, as well as different pathways to receive the creatures! 

Submitted(+1)

Gorgeous UI!

Developer

Thank you!

Submitted(+1)

I haven't managed to master combat yet but I did get an insect and we took out several rounds. It was fun seeing him grow bigger but I accidentally released him to the wild lol. It impressive how much you have gotten into your game world now from round one - good job

Developer(+1)

Oh good point I definitely need to add a confirm popup when releasing the pet!

Developer

Hey folks, if you win a versus match (talking to the match coordinator to the left), it saves ghosts of your team to go against the other players who play versus matches.  I'd love to fight against your team of characters and cool pets you've raised (and I left a couple really easy starter character ghosts for the first 10 people to play versus to crush).

Submitted

Sadly renaming it does not work. But i got a cool wolf, with a lame name.

Definitely a different take on the tamagotchi, would have like a bit more focus on the pet and tending to it other then it just grows after battles. But it does what it is suppose to. 

Developer(+1)

The trick to renaming is to press the "Accept" button afterwards.  And you talk to the Beast Vendor (the NPC to the right) to train and give your pet elemental attacks.


Submitted(+1)

This is my first time playing, but I love how the tamagotchi element was combined with the gladiator battles! The combat took some getting used to but is very fun now that I have the hang of it. Great job!

Developer

Thanks for the feedback, I'm glad you had fun!

Submitted(+1)

The pets are a fun addition to this game. Still a great game. Good work!

Developer(+1)

Thank you for the kind words!