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A jam submission

The Adventures of Rasa and the Chromatic DragonsView game page

Card battling dragons
Submitted by Dashing Strike (@DashingStrike) — 1 hour, 20 minutes before the deadline
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The Adventures of Rasa and the Chromatic Dragons's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#14.4554.455
Overall (Fun and Playability)#54.0914.091
Visuals#54.1824.182
Creativity / Innovation#73.9093.909

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
Cleaning the mess in the gameplay (~20 minutes in); Elemental RPS in the story (also lots of rock, paper, and scissors used for BGM and SFX); Dragons everywhere; Retrofuturism just a little in the music design

Where did the assets come from?

Home-brew audio

Most Audio was created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

Do you have a diffrent Discord nickname?
Jimbly

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Comments

Submitted (1 edit)

A very well produced, fun game with trippy graphics and cute voice-overs! I obtained the power of Earth by 'killing' the green dragon, but got stuck at that point as I couldn't find an exit.

The card combat system is a bold choice, as it makes for a steep learning curve within a game jam. However, it has a well implement UI and also help features. So, it's good that you're pushing the boundaries for mechanics in this type of game. I also like that you can buy new better cards and upgrade existing cards; the progression in fire power is good.

The game ran well in Firefox. I have a low spec machine but there were no performance issues at all. The game seems well put together, technically speaking.

Thanks for helping to organize the jam!

Developer(+1)

Thanks for playing and glad you liked it!  The exit after the green dragon is just back the way you came, should be basically the only way you can go (though, maybe not obvious since it's where you came down and our protagonist makes some inaccurate comments about never returning :D).  You save game should be there if you wish to resume =).

Submitted

I did not finish it! But the art and audio were great! 

Submitted

Another DC Jam another great Team Dashing Strike game! I beat the game in 185 minutes which is logged in the Hall of Fame. I had some breaks during that time and died two times but i think it's quiete a lengthy game for game and you were considerete enough to add a save system knowing this. Even though i didn't use any saves, i'm thankful for it. 

I like the graphics of the game eventhough the art style is not exactly to my taste. You managed to create a very nice visual distinction between the 3 elemental caves. There's a good amount of variety in levels and monster art. I especially liked the monster art. The main character's voiceover is very nice, i wonder who the voice actor is, the song in the end was great :)

I like the implementation of deckbuilder combat in this game. Comparing it to other deckbuilder combats in other game in this year's jam, i found this one the most engaging. Replacing HP with cards is bold choice but i think it adds good tactical depth and tension to gameplay. But i takes some time to understand it. I died two times until figuring it out, it was a little frustrating :)  The variety of cards are very abundant and most of them are useful cards. Combat is very good in general. It didn't make  much sense to me that we have to pick between buying a new card and upgrading between levels, bcs they are bought with different resources. 

I had some slight issues with the game but nothing too great. There's the FPS drop issue i experienced on firefox and  i think i had some difficulty with camera perspective/FOV which can make it hard to notice some of the objects/doors etc.

I really enjoyed playing it. Thanks a lot for sharing this great game! Hope to see you next year again!

Submitted

Artstyle is great, sounds are also great! But my monke brain didn't brain enough to understand the combat well, but very good!

Submitted

My love to card games rivals only the way I am terrible at them haha! 

Got stuck at the fire level... pretty sure I went bad with what deck looks like from the start though! I enjoyed the game. And how sassy dragons are after you beat them. Also the fact that you kind of want not to actually kill enemies if possible for max rewards was really nice. Maybe later I will try another go to get that fire dragon down!

Developer(+1)

Thanks for playing!  Glad to know you got stuck (did you try retrying the fight?  Maybe need to retry the dungeon and build the deck a bit differently?), as I was worried I balanced the game way too easy, so maybe it's about right :D.

Submitted

Yes, I retried the floor, but looks like my deck was out of balance from the beginning :D Its common issue for me though, so sounds about right!

Submitted(+1)

What a creative story of a child having a grand adventure in his mind. Reminded me a bit of Calvin&Hobbes :) The graphics are gorgeous and the music outstanding. We even have really nice voice overs. The movement felt smooth and the card battle system works well. Adding new cards to a deck and making difficult descissions is always cool. I did not play through the game yet, but I will come back later for sure, as this seems to be massive. Oh, I loved finding the secret chests!

Developer

Thanks, that's what I was going for.  Although, you're free to ask yourself "how much of this is actually in his mind?  is he actually murdering the crap out of his uncle's minions on his way in to visit him?"  My head-canon is that he's probably just playing card games with his uncle's staff and they're all playing along...  But, dragons, ya know? They don't think much of us mere mortals...

Submitted

I had proved my worth as the ultimate rainbow dragon, love the doh ... doh doh doh at the end.

If I had a sheckel for every time Stun effect was ridiculous in a card game from this 2026 jam I would have 2 sheckels.

It was great! Music is good, voice acting is very good. While at least they all perfectly fit together I don't like the filtered visuals. The game feels great and controls perfectly, the combat system is very fun and I like the original hp system. Deck customisation is also good for a jam. Before I realised I could use shields preemptively then discovered Daze I thought the game was finely tuned, which means that at least you've got to put some work as a player to make it work, yet after that I probably rushed forwards easier than I would have preferred.

Thanks for sharing (and co-hosting the jam)!

Developer(+1)

Thanks for playing and the feedback!  Yeah, I definitely tuned more on the easy side (which becomes the super-easy side if you get lucky and get a Daze card or two early), which usually seems right for a jam game, but maybe was a mistake this time (especially since I let you retry a floor if you die anyway).  I could probably just not drop the daze card until the final dungeon to keep the tension a bit higher for a quick fix =).

Submitted

Really nice gaming experience. 

I thought I held a good pace, but it still took me 2h25m to beat it. But then I did circle the fire-roundabout about 10 times before finding the exit :)

Good layouts that are not to big and not to small. Nice mechanics of reviving the enemies after you gain their elements abilities.

When picking between using gold and using the upgrade, I kinda felt that I wanted more information before making that decision. And prob I would like to do them both at the same time. It would make the deck building a bit more comprehensible. The game difficulty felt good as well. I did have to replay the first level, because I died, but I realized the importance of not taking damage and it became a lot easier. I experienced some strange issues with some arching enemy that I expected shouldn't be able to hit me, cause of defense, but still did. think it was in the water area, not sure what was happening there. One thing I did find was missing was the information of intended actions of enemies that were not adjacent. This might have been a design choice but I would have liked to know when stepping towards them, if I were to get hit or not so I could prime some defense.

When I exited the game, I tried escaping but it didn't work, so I assumed it was a pc downloaded version I was playing so I did Alt+F4 to exit. Turned out I closed all my tabs in the current firefox window. Was able to reopen them, but it caught me by surprise.


All in All very good game for a jam!

Developer

Thanks for playing and glad you liked it!  Sorry about the fire roundabout, its so easy to not see that hallway :(.  For the water area, there is one ranged guy behind a detail that looks like it should block ranged combat, and he's definitely a bit annoying (apparently in a significantly not-fun-way).  In the post-jam update I'll probably fix that.  Yeah, showing intents at a distance would make sense, I also wanted that but didn't get to it because I don't have any way of drawing text in 3D in my engine yet, and ran out of time before hacking something together for that :D.

Because I have you enter full-screen by pressing F11, Escape doesn't exit full-screen (and, instead, let's it do game actions like open/close menus/etc, as I find it super frustrating when I press Esc and the game just exits full-screen under normal gameplay...), so you need to press F11 again to exit full-screen.  That being said, I could probably throw a button on the title screen "exit full screen" (or just call it "exit") that drops out of fullscreen to prevent such confusion.  I've definitely done similar things and not realized I closed an entire browser window until much later when I'm like "why do I only have 2 of my normal 3 sets of tabs open somewhere..." ^_^.  Anyway, glad to know you forgot it was a web version by the time you were done playing ;).

Submitted

I rarely sense any difference in the web version vs pc. I've only had one game this jam that were laggy in the web version so I had to switch to the download. Maybe its because I have a good enough system to run it, dont know. My computer is starting to get old by now, but then system specs seem to last way longer these days than they used to do.

Developer

Yeah, if it's a well-optimized web build (my engine'll run on an Intel GPU of like 10 years ago just fine, I think :D), the main difference is just in the user experience (like being unable to catch the Escape key unless the user enters full-screen by pressing F11 themselves, not clicking on a button/etc).

Submitted

Yeah, I pushed out my WEBGL build at the deadline of the jam. Was aiming for only PC, but managed to get the web in as well. Didnt think about one part of my game not being able to use ESC to exit the menu. I do However think I solved that in some way in the start menu, by forcing the control of what ESC does. Not sure exactly though., since its based on some of my older code.

Jam HostSubmitted(+1)

As always, fabulous entry. I really enjoyed the card mechanic once I figured it out. Thank you for making the enemies quite forgiving!

Loved the Easter Eggs in there. Thanks for making this.

You can watch my full playthrough here: https://youtu.be/a4YxVGKIk-U

Submitted (2 edits)

This was a fun entry and it was very smooth once I got into the mindset of how combat works. Has the potential to be refined into something grand, as the mechanics are all there and just needs a bit of card balancing. 

I went for the daze/poison route which is insane towards the late game, where you can just dish out huge stacks of poison and stunlock enemies (or just walk away from them and they die to dots). I even had an encounter in the fire area where I fought and killed two enemies at once without being touched. And poor Dad had 21 poison stack on him, and never got a hit out. Gold becomes irrelevant from the second world on, as focusing on getting upgrade power is much more important and gets you cards with 3 turn stun or 5 poison damage (yum!).

The graphics was excellent, the polish was top notch, as we've come to expect from Jimbly&co, voice acting was great, the game was really smooth to play and I  had a lot of fun.

To critique, I'll join the others in saying that the one-way fire area was a bit meh, especially when backtracking at the end as I looped over and over in some areas until I found the way to go back again. Can't tell why that is, since nothing was hidden regarding the exits...

Developer(+1)

Thanks for playing and the feedback!  Yeah, either Daze or Poison can get overpowered - both together are ridiculous.  But, I like to think that if the final boss gets a turn, you're not deck-building right :D.

For the fire area, the exit I think people are looking for is to the left right after you go through a door, and the very low contrast visual style I did for the fire area means you don't even notice the hallway there unless you're really looking for it, so you just don't look to the left to see it.  For a post-jam update, I've moved that particular one so it's visible when you enter the room on your way out (though the rest of the one-way doors are staying ^_^).

Glad you liked the visuals, it was fun trying something different!

Submitted

Defeated Dad! The yielding mechanic is cool, and with the restoring backtrack makes NOT overkilling a concern. The voice acting is cute, what a brat. The cartoony visuals are a treat. What I didn't like maybe the Fire dungeon first floor, its so confusing lol. Awesome game!

Developer(+1)

Thanks for playing, and congrats on getting to the end!  I almost  regret all of the one-way doors in the Fire dungeons...  In hind-sight I should have had the character say something like "Hmm... there's only 5 rooms, but maybe I should draw a map..." :D

Jam HostSubmitted

Absolutely stellar voice acting! I loved it, I wanted more of it. Give me more of that voice acting!

The creatures were nice looking and had a charm. The environment didn’t fully live up to that standard but was working all the same.

Over all I liked the dungeon layouts, though the one-way doors felt a bit unnecessary at times when I was a bit lost and had to trek through the whole level again just because I missed something.

The Gloomhaven-esque card system I like, probably spent more time thinking about what I should do rather than just relaxing and running through the game a bit faster. It did take me quite some time to play through though… (I realize I left without recording my name to the highscores!) I also totally broke the system towards the end so the fights were pure one-sided.

The telegraphing of the next move felt good but needing to be next to enemy didn’t so much and it also felt quite frustrating with defence being more or less useless against ranged enemies.

Here’s the playthrough:

Developer

Thanks for playing and recording a video!  I'll check the video later.  I definitely was on the fence with the one-way doors in the fire area, knowing they'd be a little frustrating, and intentionally not having a map due to encounters being (relatively) small... luckily should only take a moment to get back to the beginning though, and hopefully left you feeling a little lost...

Glad to know you enjoyed thinking about the cards!  That's definitely how I played too, although I laughed a bit when I had a friend play who very much analyzed everything and played perfectly, and then I had another friend play and she just played random cards and she got through the first floor in like a quarter of the time of the first friend, so it was definitely balanced perhaps too easy... but as long as they both had fun, I'm calling it a win =).  I'm looking forward to seeing which broken combo you settled on in your video =).

Totally agree with defense feeling useless against ranged enemies, not sure on a good fix there...

Jam HostSubmitted

The defense card that didn’t end the turn was the only one that made sense using in the end for me. I think defense only is useful if you know you’ll defend more than the monsters hurt so you can build up, or if you get an extra turn by it.

One thing I thought about was that ranged attacks have -1 penalty for both sides when done in melee range, that way it is more fine to hurt closing the gap too, I think.

Developer

Yeah, defense cards were pretty under-powered (I bumped them in strength a couple times too!).  They're also situationally useful when a step or two away from an enemy and waiting for them to close, I think.  But in a melee, yeah, they're hard to justify using.   Ranged attacks having a penalty in melee's a good idea, also would have made having just high-damage ranged cards feel more balanced (and could then buff up the damage on those as they're then more situational...)

Jam HostSubmitted

Yes, you can thank an algorithm :) Charming, fun, interesting, another fantastic game Jimbly. I liked how you incorporated the themes, particularly cleaning up after the hero. The "try to almost kill the guy" strategy made combat very tactically interesting and then adding the "overkilling = costly to revive later" made it even more interesting. I love when games let me play casually and beat them or opt-in to higher skill play.

The art style was interesting. Personally I liked the creatures more than the environment, although seeing the cat with it's Picasso face made me laugh. I did like recognizing the assets from the limited assed pack.

Please thank your voice actor for being amazing. They really added a lot of charm to the game. The enthusiastic delivery was amazing.

I think not having a map was smart - I actually got lost briefly in the fire level and had to make a map but that really this made the levels more interesting. 

Awesome work.

Developer

Thanks for playing, and glad the yield mechanic clicked with you!  It was kind of a whim at first (the "cleaning the hero's mess" was our primary theme), but once I realized it'd be a bit of optional difficulty (that people like me really get tricked into trying to optimize), it seemed perfect for a jam game that I'd likely balance to be way on the easy side.

I'm glad you liked not having a map!  It was definitely a bit of a hard decision (especially because people often praise the minimap in feedback ^_^, though that always feels a bit unfair since that's mostly just part of the engine anyway), but led me to (hopefully) make smaller levels that don't need a map.  Except for the branching fire one which was a little intentional and it warms my heart to hear you had to make a little map =).

Nice to hear the art feedback.  The creatures were mostly sourced from 32x - 64x size pixel art, and often I had to reduce a lot of color detail to fit it into my chosen palette (and to make the Depixel algorithm work better, as it likes being able to detect connected components clearly).  The environment was all slightly edited versions of the, of course, 12x12, small-palette, textures, and scaled up quite a lot more.

Developer

Oh, and the "cat with it's Picasso face" is a good example of what the algorithm does if I don't touch up the assets at all :,D.  I thought it was best to leave that one as-is.