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Drinking Party's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #105 | 2.756 | 3.375 |
| Audio | #150 | 1.633 | 2.000 |
| Fun | #152 | 1.939 | 2.375 |
| Accessibility | #154 | 1.735 | 2.125 |
| Controls | #156 | 1.939 | 2.375 |
| Overall | #158 | 2.041 | 2.500 |
| Graphics | #161 | 1.939 | 2.375 |
| Theme | #162 | 2.347 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.1.stable
Theme Interpretation
You brew beer with power fruits, the beer is then used to buff your customers to fight enemy.
Wildcards Used
Berry So Much
Have fruit in your game
Discord Username(s)
GreenShades
GWJ Participation Level
This is the first one
Team Size
1
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Comments
This is a great prototype for an RPG battle. Love the Pokemon aesthetics - definitely gave a retro vibe. Just more polish on the UI and you've got a solid loop!
This game is ridiculous in the best way. I laughed so hard when I pulled the level just to figure out what would happen and the character started flinging their pants around and then exploded. The strategy of picking out the best cards is a great feature. Good work!
Very cool concept and execution. I loved the art, and the game had great feel with the brew mechanic. Could definitely see this going far if you wanted to build on it.
Thanks for checking out the game!
I do plan to remake the game after a break, focusing more on the interaction with brewing machine, while still have the calculation and game improved upon what I have here.
Really funny presentation lol, I like the 2 frame attack and the explosions.
I think it definitely could use some onboarding or like a small tutorial, there is a lot of information being thrown at you all at once, especially the fact that classes have different effects going on, but I think the core idea was pretty good.
I also thought the lever pull was a nice touch.
Good job!
Thanks for trying out my game!
Struggled a bit to understand the mechanics and what i was doing. Eventually found a rhythm but quickly realised that i only needed focus on the shield stat and click everything that wasnt a negative.
Shows some really good promise tho! i loved the slider to mimic a lever for the brewing.
Thanks for giving my game a try!
I also found out the defense strategy in the very late play test, as there are no pressure of "turtling" (in fact, Knight benefits greatly from turtling from their bonus)
It really shows how important play tests are. Even if the coding took 90% of the time for the jam, enough time is still need for testing out game-breaking bugs and design issues.
I don’t understand the numbers why does defence X-1 remove 12 defence when the defence is only 6? Seperately is there a reason not to just select everything that isn’t X-1?
Some class benefits from having a negative stat.
And the numbers right behind it conveys the the change from the base stat, thus if a base stat of 6 is multiplied by -1, it becomes -6, which is 12 less points than base.
It is an issue of visual design issue that was caught near the end of the jam and would require a full code refactoring on how the stat is displayed to make it easier to understand.