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A jam submission

Adventurer's MuleView game page

Carry and use any equipment you can to save you Heros!
Submitted by Niwaessence (@niwaessence) — 33 minutes, 8 seconds before the deadline
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Adventurer's Mule's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#602.2342.818
Audio#671.8022.273
Overall (Fun and Playability)#701.5862.000
Visuals#711.6582.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
You must save your hero's party and clean up their mess by using their equipment. Delve deep and win against the enemies that beat them!

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Comments

Submitted

Cool concept! I really like how the armor adds extra inventory space, there's a lot of potential there.

Submitted

The inventory system is really nice, when it works :) I feel like there might be a lot of depth in that kind of system, especially when items have their own little inventories, so you can dive even deeper into itemization.

I felt that aiming in the combat wasn’t the necessary thing to have, as most of the times you have only one enemy. Some feedback from the combat would be nice too, to figure out if you’re damaging the enemy enough or not.

Visually it looked promising, I liked different touches here and there.

But I wasn’t able to finish the game, due to the inability to progress.

Here’s my play-through:

Submitted

Always love to see an inventory, but it looks like that took a lot of work! Has potential tho fr!

Submitted

Graphic are nice, there is enough sound for a jam game and there is an interesting premise with the inventory system and all those slots. Playing Tetris is always fun ;) But the game is in a really rough state. Next time you should work more on the game than such things as the inventory system. Not that I am not guilty of these things ;) At least in my time with the game, the view was not really aligned with the grid, it was always offset to the right. And I did not find a way to change equipted Items, so I could not use the Buster Sword :( The movement is to slow and sometimes inputs are not registered. I think you need to buffer the inputs better.

Submitted(+1)

Is it possible to get past the second floor? When I approach the stairs of the second floor I'm never asked whether I want to descend. My pc isn't really powerful enough to handle the game (for example I can only play the main game, if I launch the tutorial the game gets frozen almost immediately) so maybe it's a problem with the pc.

I like the detailed inventory system with all the extra material you can add to your pieces, and I like even more the turn-based combat system with Action Points and positioning, the blocking part is fun too.

Thanks for sharing!

Developer(+1)

Yea that inventory system took so much work that level design was left till the very end. Sorry you ran into so many issues, and I'm glad you like the inventory and combat system!

Submitted(+1)

  I personally a fun of a grid inventories so its a pleasure to find a fellow "grid inventory entrepreneur" that not only implements it but tries to add something interesting and new on top!

 That's cool that you can attach even items with other applications (such as keys) to your equip in order to boost characteristics - this paints an image of a tinkerer-survivalist protagonist and i like such things. I even came up with the idea of possibility to attach even daggers and rapiers to armor, so enemies that hit modified in such manner items would get some cashback damage.
 Also cool idea with blocking: choosing what to use for block and a lil qte on top to keep you busy.

My overall gameplay experience wasnt smooth - i wasnt able to figure out how to throw or delete collected items away so I quickly ended up with 3 chainmails and wasnt able to pick up maces or halberds. After that i kind a stuck with low stamina and wasnt able to start battles or end turns.

However i was glad to see some fresh ideas and thanks you for sharing tham. 

 Have a nice day ;)

Developer

Yea the grid inventory took a bit to get up and running and i guess I forgot about the player trashing items lol. I'm glad you at least got to play around with the inventory system and found it interesting. I might make a full game with it fully fleshed out.
Thank you for the feedback, I hope you have a great day too! 

Submitted (1 edit) (+1)

Well I'm sad to say I seemingly didn't reach the end of this game but the parts I did play showed off some very neat gameplay concepts and mechanics I haven't seen before in a dungeon crawler, at least not quite like this.

The combat system was a little strange at first, having to manually aim to attack didn't make much sense, but when I got to the defence phase of combat it started to click. Though admittedly while I like the idea and mechanics of the damage blocking with the options of equipped items or armour absorbing damage, the actual attacking seems like it's missing some limb targetting ability, or perhaps it's just not explained that well?

I also really liked the ability to add the various item upgrades and accessories to equipped weapons and armour. And the item degradation I think is a good idea with how it ties into the combat system.

I did have some issues with the game though.

The level geometry of the grid seems off center at points, I don't know if I managed to move off the grid due to a bug, but I think it might have actually prevented me from moving beyond the first floor. This was my view at the end of the first level:


This led to some tiles being too far or too close to walls and generally feeling a little odd.

I also ended up getting attacked by enemies through walls in the tutorial, and simply had to just run away. And while I appreciate there being a dedicated tutorial, I wasn't able to find a definite end to the level and instead ended up on the outside of the world.

The lack of a pause menu to exit out of a the level or game also meant I had to Alt+F4 to close out the game and reopen it.

While I really appreciate the amount of items we get to try, I do wish there was a way to drop items and replace them with the higher quality items. This didn't affect gameplay much since I was able to kill everything in my way, but I think the ability to drop or swap items from a chest would be a good QoL feature further down the line or in a later game.

Regarding the movement, I think the ability to hold down the movement keys would help this game feel more fluid. There are some lengthy hallways and holding rather than repeatedly tapping could cut down tedium a fair bit.

Overall there's some really neat ideas here that could make gameplay genuinely engaging, but the technical and design issues hold it back. And as someone who made a game also kinda held back by technical issues I know how frustrating it can be as the developer.

Good work!

Developer(+1)

Yea level design was a little messed since I left that for last. Trying to make a complex item grid system took more time than i thought. 

Thank you for such a detailed comment!