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A jam submission

MockeryView game page

Roast your enemies, make them cry.
Submitted by Replanchados — 4 minutes, 30 seconds before the deadline
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Mockery's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#133.7223.722
Overall (Fun and Playability)#422.6672.667
Visuals#442.8892.889
Audio#542.3892.389

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
On the final floor there's a Dragon you have to defeat in order to win the game.

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

Home-brew audio

Most Audio was created by the team during the jam

Do you have a diffrent Discord nickname?
My name on discord is Not

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Comments

Submitted(+1)

A very unique combat mechanic and quite humorous. I ended up "preloading" my chords and just hitting the last key i the sequence when engaging the mob. I -didn't- do that with the dragon and died :( 

Enjoyed the roguelike upgrades in between floors, was happy that I also found a merchant just when I was wondering what the gold is for. 

Was a bit unforgiving in the sense that the mobs dealt a lot of damage and rather quickly while you fiddled with the sequence of chords.

Developer

Thanks for giving the game a chance! i loved that plenty of people figured they could "precast" the chords because it was totally unintended lol. im planning on balancing the system, at least on early levels where Waton and Imp just hits way too hard and potions don't heal as much it should. 

Submitted(+1)

Such a cool game! Loved it and all the funny sounds

Jam HostSubmitted(+1)

Solid entry! Very easy to figure out the casting system. Not sure I ever really figured out what beats what without the book eventually just showing it to me. But, perhaps that was by trial and error.

Thanks for making this! I really enjoyed it.

You can watch my playthrough here: https://youtu.be/0s6r7m4eOU8

Developer

Hey! i watched your whole playthrough and i found very useful to watch a stranger playing my game, the issues presented during your playthrough gave me a to-do list to what to fix or even the beggar stabbing you twice in your run (which it was probability based so you're very unlucky lol). or how i would've never thought about people with carpal tunnel if you didn't mention it.
Thanks for giving it a chance and playing it through the end, your feedback was greatly appreciated! <3 

Submitted(+1)

Ambitious for the timescale but I liked where you were going with the mockery and the no-AI gets a bonus point from me!

Developer

Thanks for giving the game a chance! <3

Submitted(+1)

All graphics and audio handmade? That is so cool. I second another comment, that you should ditch the hold Shift key stuff. In my first attempt I did not read your instructions and well, did not hold shift. On my second attempt I missed feedback, when I hit the enemies with my spells. And the font is very small on a 4k screen. Movement was fine, maybe a bit clicky, having to press the keys for every step. Interesting concept, maybe some experimentation would be cool. Like having to find out the spell key combinations or even create my own spells somehow.

Developer

Hey, thanks for checking out the game! Scaling everything for higher and lower resolutions is something we are already working on so i hope that when the Game Jam ends i can fix that and more issues that are present on this version.
I noticed it can get very tiring to press a key for every movement. I'm figuring different casting ways that keep the essence of the core gameplay. Thanks for the feedback! :) 

Submitted(+1)

 Managed to complete it on second try. I loved the idea!

 Beggar was supplying me all the way - god bless his poor soul. Cool UI (it wasnt aligning with my 2k resolution but i got the idea) spellbook, or should i say... poem book? Liked the upgrade screen and how inner parts of notes are glowing on cursor hover. Cool silly sounds on spell cast, portrait changes on damage - little details that make it shine.

 Of course, its lacking some feedback/effects on taking dealing damage (for the first time i hoped that spells have further range), and i would have liked if different spells were more... different. Like different ranges or areas. Fast(short) low damage close spell, slow(longer) spell with longer range or bigger damage. Without these it felt repetative. But it was 9 days of course, cant complain.

 Just a sweet idea, and you had bravery to try it! I have nothing but respect for such things. 
 Thanks for the opportunity to play 

Developer(+1)

Thanks to you for taking the time to finish it and leave your feedback!
I agree that is lacking a lot of feedback and i have a lot of fun ideas to give more feedback to players. I'm thinking of ways to improve the spells and more variety to the gameplay after the game jam :D

Submitted(+1)

Beat the dragon! The controls are certainly clunky. Maybe lock WASD to movement and arrow keys to cast? Also QE usually are used to strafe, so the spells should be on 123 key. The combat is great, frantically pacing back and forth to complete the spell is fun! The incantation sound is hilarious, too!

Developer(+1)

To be completely honest, i forgot the QE stuff lol. But what you say is completely true, I've received plenty of feedback about the controls, so I'll definitely rework the movement after the game jam is done. Thanks for taking the time to finish the game and to leave a comment! 

Submitted(+1)

The Dragon defeated!

I really struggled with the controls at first, more precisely holding SHIFT, just WASD for movement and Arrow Keys for incantation would have worked better for me.

I eventually had fun. The perspective and movement are good, I like that during the few first floors the environments get more sinister as you descend and I like the portrait of the character and the look of the enemies. The incantation sounds are hilarious. Combat system is fine including the significance of the elemental system, I like that you can buy strong items from the wandering merchant which rewards fighting instead of fleeing. Finally the game ends with a cool boss fight which is always welcome.

Thanks for sharing!

Developer(+1)

I'm glad you managed to finish the game even after struggling with the controls!
To be honest i thought the same about the controls, the Arrow Keys do work for movement and incantation too, at first the game controls were designed like you said but a friend of mine that uses a 60% keyboard complained about not being able to cast spells so i had to change controls a bit. I forgot to mention it on the game so people could choose between arrows and WASD, stuff to add in the future for sure. Thanks for the feedback!

Submitted(+1)

Love your graphics and the concept is really unique, I did find the controls a little difficult at first but I got the hang of it quickly.  I wish there was an animation when you finish your spell that shows it hitting the enemy and visually indicates if it was the ideal type for that creature or not and then some floating damage text.  Nice work!

Developer(+1)

Thanks for the feedback! there was animations for spells and hitting enemies but had to cut them because i ran out of time bugfixing stuff so i was forced to scrap it out :( I'll definitely add that and more after the gamejam

Submitted

I hear you man, always too many features for the time available in a game jam.

Submitted(+1)

great twist on the genre and well executed. its a bit like the Ocarina of Time. The idea of casting spells using commands has soooo much potential. For now, I would have liked the combat to be slower (my old hards are not able to input the spells quick enough) or difficulty to start lower and ramp up.

Developer(+1)

Thank you so much for your words! you're right about the difficulty, especially on the dragon which changes resistance every 2 seconds on phase 2. i'll definitely keep working on the game after the gamejam to balance and add stuff 

Submitted(+1)

gotta have the fasted hand in wild west to beat the pig! I love the gameplay, it's unique!

Developer

I'm glad you enjoyed the game! Waton certainly is a chunky boi

Submitted(+1)

Well done, I can see where you were going with this game and the potential it has.
It took me a bit to get a feel for it, but once I got into a grove I really started to enjoy the challenge of it. I liked the artwork and the music I could take it or leave it ^.^

Submitted(+1)

Victory!
Hard to master. Feels like the brain have hard time handling the inputs when it has to work around the QE not being turn, and AD being along with the Shift held while doing attacks, and trying to dodge the enemy, its like overload :)

Not all beggars are nice.... 

Developer

Thanks for playing the game till the end! i can see how it can be a lot to process to do all that with just one hand hahaha.

Submitted

I think I actually used right hand on arrows for the spells, even so it was hard :P

Submitted(+1)

I wish the bestiary told you what the monsters were weak to in addition to what they're strong against. I'm too stupid to remember. I also wish I knew what sick roasts I was laying down on these ugly guys. Great concept!

Developer (1 edit) (+1)

Thanks for trying out the game! i thought about adding the weakness of each beast but i thought it would turn the game too easy haha.
Im definitely thinking in adding more stuff to the bestiary without making it too overwhelming. 

oh, and the roasts are basically your mom jokes on spanish lol

Submitted(+1)

I like the concept a lot and I played through the full dungeon. I would have like to have seen the different songs have different effects whether it was a little more range, or status effects. Having 3 damage types that different enemies are weak too just undercuts the "You're a bard!" feeling that the game built towards with the combat minigame.

Developer(+1)

Hey! thanks for checking out the game. I appreciate you managed to complete the game! the songs having different effects was on our to do list but we had some problems along the way that forced us to scrap it out. It's definitely on the things we are going to add once the Jam is over! pretty thankful for your thoughts! <3

Submitted

Oh, definitely appreciate that. "Shipping" is an art form and you did good bringing it to life. I look forward to the later product.

Submitted(+1)

Combat system was really unique. I started queuing up most of a spell before an enemy stepped into the grid space in front of me so that I could quickly cast it and move away again. I did have to read the page description to figure out what I was doing wrong at first and I had to hold shift for the arrow keys as well. Web build worked without any issues!

Developer

Thanks for trying out the game! We aimed to make a system similar to Helldiver's stratagem but as the whole combat system, i hope it wasn't too confusing at first, it was a bet and i still don't know if it was well implemented or just a painful way to tire your fingers lol