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Tiny Creature DRPG Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (Fun and Playability) | #43 | 2.652 | 3.077 |
| Visuals | #48 | 2.785 | 3.231 |
| Creativity / Innovation | #53 | 2.453 | 2.846 |
| Audio | #58 | 2.122 | 2.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
Combat revolves around RPS damage types, "cleaning up hero's mess" and "dragon" are part of the narrative.
Where did the assets come from?
Homemade graphics
Most Graphics were 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
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Comments
I feel like you have quite a lot in the game. I was only been able to explore first three levels and I’ve already spent like an hour in the game doing so.
Movement was fast, but I would prefer the game to either instantly apply the movement, or to enqueue your movement, so it can be executed later. I didn’t understood the camera angle, it felt like a bug to me.
Dungeons were nicely laid out, I was able to both get lost in them and remember the layout to zoom through them when I need to go to the next level.
Combat, in itself was nice, but I felt like the amount of encounters and difficulty of encounters was too high. I ended up spamming the first attack of the first Mon to level it up fast on the first floor, as it was the most effective and time-effective thing to do. It also felt like multipliers should be more dramatic, as often using the first attack was the most effective thing to do, as it did the most damage, even though its multiplier in that case was 0.75, while some other attack with 1.5 multiplier would do less damage.
Overall I think it’s a bit too grindy right now, but it could be fun if properly balanced.
Here’s my play-through:
I liked the camera angle, the pokemon battle system is cool, i liked that even my boi occulus can fire damage even if he's water!
First, very nice to see a Löve game, especially after all those 200-1000 MB big Unity and Unreal projects :) The graphics are nice, super cute monsters and everything runs smooth and snappy. BUT there seems to be a problem with the rotation angle. The view is not centered on 0, 90, 180, 270 degree. Was this intentional? After all the DCs I played in the last days, this almost made me sick. And the game is very hard. I tried to get the correct attack types against my enemy, but I died so easily after only a few fights.
Thank you for playing!
Yes, the camera was intentional - inspired by The Dark Spire. I probably /should/ have a toggle for it, but I have a need to be crazy with the cameras in my games.
It is intentionally very hard, I wanted the combat loop to be the core focus. This could probably be helped by having better (or any) tutorial messages.
I almost abandoned this game since I didn't know how to proceed after losing to the enemies. So it just started over. Then I looked at your page saying there were 4 levels and Some comments about upgrades. Then I found the Town.
I guess its meant to return to the first floor at every heal, so the progress up is slow. Took me a while to figure out the weaknessess against other elements, I made an excel document for it, but still some of the values didnt make sense. Didnt understand how the STR,INT,CON,WIL,AGI part worked and implemented the combat.
I did however spend around 2 hours on it, but I only reached 3rd floor. One of my character stopped gaining experience. Not sure if it was cause he died/lost consiousness during a fight and got revived in the inn. Also sometimes they got removed when they got negative health and sometimes not. Not sure whats happening there.
All and all a nice game, with some basic mechanics. I sure had some fun.
Thank you!
Thank you for playing!
Only realized from this comment that I forgot to set the player to start in town instead of in the dungeon. I was aiming for a Wizardry style loop where you gain experience in the dungeon, then head back up to heal and level up.
A type effectiveness chart could definitely be added in an update, didn’t even cross my mind to do that, so good shout.
An explanation screen for how stats work would also be a good idea. STR/CON and INT/WIL are ATK/DEF for Physical attacks and Special attacks respectively. AGI is speed, which determines turn order.
Better up-front explanation on how Soul Crystals work would’ve addressed your confusion on leveling up: only your Familiar (the one you choose at the start) levels up repeatedly; all the rest are Soul Crystals which are intended to be temporary. While they level up faster, they can only level up 3 times, in order encourage you to sell them and replace them with stronger creatures. The shop selection scales with the level of your familiar.
In addition to this, Soul Crystals break when the creature is defeated, whereas your familiar can be revived indefinitely.
Even with the confusion you ran into, I’m glad to hear the game still remained fun!
Hmm,m pretty sure my other bought creatures kept leveling above that soul threshold. I bought them at around lev 4-7 and they were lev 22 if I recall correctly. The same level as my "hero". Also no new familiars were added to the shop, I had the same ones during the entire play, and I bought four of them, waiting for any new better to turn up but it never did. There were a few 4ish of them lower ones there, but since I couldn't add more than 4, I saw no need in replacing any of them.
This game looks aesthetically good, despite the basic textures on the walls and floors. This game is a solid randomized battle where your attacks are determined by which power move will deal the most damage. There is a level up system which is nice. This is the first dungeon crawler I've played where the player looks at an angled perspective than normal.
Nice Entry, with the slight nod to Dark Spire. Gameplay is what you expect from RPS and I think it was all fixed ? (no dice rolls). Button sound is very nice and it's overall very sober. I mapped the first levels by hand and then got rekt a bit later ~ (should have boiught more mons)
The world is safe.
I enjoyed the game. I like the tilted perspective (I associate this with The Dark Spire) and had fun with the buying, leveling-up and selling back loop. I'm not sure whether it's always the same but the level of the boss was only 10 which was hilarious, not that I could have beaten it up if it was stronger (my party was around 12 so several members were already dead just from taking a hit when fleeing from the opponents of the last floor), it was cool though because it means I was rewarded for rushing to it and at that point I had seen what the game had to offer. I also appreciate that the levels are open enough, once you know where the exit is then you don't need much time to travel through a level, they're not a single long corridor. The UI and sound effects are sober but they're pleasing and efficient, I like those.
Thanks for sharing!
Thank you for playing!
Yes, the camera perspective was very inspired by The Dark Spire - for no other reason than I like to be out there with cameras.
The boss is intended to be a low level, might not’ve been clear enough in the story that it’s early enough that they’re still very weak. Good to know that it is possible to see the end - did not have enough time to balance and playtest any of it!