Super cool yet simple concept, I loved it! I only found quite frustrating not to be able to know what a weapon did before using it. But amazing job nonetheless!
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Scribble Skirmish's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #4 | 4.123 | 4.123 |
| Overall | #14 | 3.867 | 3.867 |
| Graphics | #16 | 4.298 | 4.298 |
| Accessibility | #23 | 3.368 | 3.368 |
| Originality | #24 | 3.860 | 3.860 |
| Audio | #27 | 3.632 | 3.632 |
| Fun | #31 | 3.632 | 3.632 |
| Theme | #32 | 4.158 | 4.158 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
For the theme of "Theft", I went with the obvious interpretation of "stealing" something. I was inspired by Pokemon battles, where you have a limited pool of options in a combat against some monster. The twist that fits into the theme is that you can steal the opponent's weapon to gain advantage.
Wildcards Used
The first wildcard (description pending)
The third wildcard (description pending)
Discord Username(s)
_low_voltage_ (Low Voltage)
GWJ Participation Level
1
Team Size
1
Comments
I love the art style and music - very easy to play and very addictive :)
I think the game could benefit from weapons/item explanation, not all items are visually destinct enough to understand immediatly what they would do. Also the shields seem to be a bit overpowered. Music and Sound effects could need an upgrade or are not specifically my taste.
I think the game idea is cool but it was too hard for me without understanding what a type of enemy/weapon i was currently facing, and I was not ready to put into a lot of trial and error. So for me the "readability" killed the gameplay, also would be good to give a more clear visualisation of dmg, health and armor. Maybe weapons switching should not take a whole turn, but that would change the gameplay.
If that is only your second game (on your itch page). it is already very well done! Keep going!
I really liked the interpretation of the theme, the idea is well executed ! The game is very polished, I loved the graphics. I would love to play a more complete version !
Very clever approach of the theme ! I really liked the art and enemies/weapons design too, some of them gave me a good laugh. This is one of my favourite so far, congrats on your entry !
Really liked this take on turn based combat, at first glance it seems relatively simple but there are emergent gameplay elements that come about once you realise that timing when you steal an opponents weapon is just as important as deciding when to attack, when to defend etc.
This is a very unique take and I'd love to see it expanded upon.
Great work!
I remember this from from the WIP channel on Discord! Cool concept, a good example if a very simple, but well-executed gameplay. I liked the creativity that went into the various enemies and weapons. The music was a bit hard on the ears for me, but I guess it's part of the sketchy style.
A simple but useful improvement that I would recommend is regarding the tooltips. First, I think they should appear much faster, I always wanted to check what a weapon does but it felt way too long. Second, if that doesn't go directly against some design choice of yours, I think you could also make the information about the enemy's weapons available (e.g. as a tooltip) because the player's choice to attack, swap or steal will always depend on what they are facing. Of cource, if I steal a weapon and swap to it, I can check it myself, but that's 2 turns lost just to get information.
Thank you for the detailed reply!
Firstly, I agree that the music is a bit much, I left sound design for the absolute last minute because I am definitely not good at it haha. There is a mute button at least, I hoped that would be appreciated in lieu of an actual sound options menu.
Regarding the tooltips, it's funny that you say that! The time it took for them to appear was originally shorter (around 1 second) but I grew annoyed at them for showing up too quickly, so I bumped the time up to 2 seconds. I agree they take a bit too much now, the answer is probably a happy medium. This was also a last minute decision, which I guess is becoming a pattern haha.
And I did want to make the weapons and enemies also show tooltips on hover, but I did not have time to figure that out in the end. Something about them being Sprite2Ds instead of Control nodes, but I'm not an expert. I'm still learning Godot and game dev in general!
Thank you so much for playing! Your feedback is appreciated.
Yeah, I know that feel, but you still ended up with a very cool game, so congratulations! Regarding the tooltips, I'm not an expert myself, but I think you can probably add a control node as a child that would cover the whole sprite (but without any displayed content) and the tooltip should work on hover.
Very fun and easy to pick up! One thing I wish is that the defensive weapons were a bit better, since as of now it's almost never worth it to switch from a toy sword to a shield or even a friendly bat. Otherwise, the game loop is fun and original, the artstyle is charming and the tooltips are very useful
This was solid! The art is lovely, and once it clicked for me I had a ton of fun. The one piece of feedback I'd offer is that it would be nice to have a tooltip on my offhand weapon and the enemy's weapons, so I can remember what it does/plan around what I should yoink next. If you're not already using it, Godot has a built-in tooltip system that would make that easy. Good job!
Thank you so much!
I did actually want to add tooltips in that way, instead of just on the buttons. One of the reasons I didn't is because I saw no easy way to customize the appearance of the built-in tooltips (without some method like using some roundabout method like a plugin). Maybe I am missing something though? I know there is a mehtod called _make_custom_tooltip() but I was intimidated by the though of overriding it haha.
In any case, thank you for the feedback and thanks for playing!
No problem! As far as I know, the "normal" way to customize a tooltip is through themeing. So you'd apply a theme to the tooltip'd item (or a control parent of that item, or just set the global theme) and then customize the TootipPanel and TooltipLabel types in that theme. In your case, you could set the TooltipPanel's panel to a StyleBoxTexture to apply your hand-drawn background to the tooltip, for example. I don't wanna spam you with advice so I'll leave it there, lol. I'm @lynnfr on the discord, feel free to DM me if you have questions.
Dude you knocked it out of the park for your first game jam submission, this one is so good (my first was awful, lol)
The art of not only the characters & items, but the paper, table, & UI all go a long way to sell the hand drawn effect and it's just so charming. Also the design of the monsters really match that doodling-in-the-margins feel, you know? Also you included bonus art just for the itch page instructions? crazy
The combat has a solid structure, but man it is unforgiving and tough
Keep up the good work though!
Very cool art. Once I aquired the club I onshot so many enemies.
Love the art style, the game is challenging, but in a good way. You implemented the theme in a very unique way and I think it turned out awesome! At first, I wasn't sure which item would go where when I stole from the opponent some indication of that (some arrows pointing when you hover on steal perhaps?) could be nice :))). It might be just me, but at first, the "how to play" section felt a bit complicated, of course as you play you understand. Congrats, great entry!
I like a doodle art and game concept. animation and sound was so good.
Idea for the implementing crayon on paper look is really nice. Good animations. Small detail, but I would welcome settings option fox getting the music bit down so I can enjoy it.







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