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A jam submission

Perish ParadeView game page

WIP Dungeon Crawling Turn-based JRPG
Submitted by Antang Software (@AntangSoftware) — 2 days, 23 hours before the deadline
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Comments

The strength of this demo is entirely in the art and the battle gameplay. I find very little value in the board game portion as I just don't see much point to it as it is now. The gameplay in battle is fun and the presentation is charming. I prefer it to Darkest Dungeon already.

Create more meaningful map interactions and we'll be somewhere.
Also lolololol Fighter btfo I went with every other class in my party.

Submitted(+1)

the text at the beginning isn't great as a tutorial substitute. i eventually learned that STG means stratagem and you can use camps to heal there, but i imagine a lot of people are going to skim through the text without really assimilating the instructions.
the rogue isn't really any good against most enemies, the cleric is just so much more useful
why do you even have infinite steps before being in "danger"? why not let enemies roam the map as well? 
i love the music choices, but the combat music by default is a bit loud
one last nitpick, the "buttons" to select what enemies to target with an attack are deceptively small, often i feel like i clicked correctly but i pretty much have to click at their center to register the input, i would just make the actual buttons a bit larger so that they work even if i click on the area of the enemy rather than specifically on the target overlay thingy

Developer(+1)

That's a new complaint, because I made sure the "click hitboxes" exactly match their sprites. I'll look into it though

(+1)

https://www.twitch.tv/videos/2767003110

Honestly - combat is SO JUICY now, like holy shit. Absolutely amazing.

I feel like it's growing into something magical, so I'll just say - please keep it up. No actual complaints, the main combat loop works and feels great!

I am not sure if the overworld exploration is a placeholder, it seems a bit too rough right now. It works well for the most part, but ambushing enemies seems to be extremely hard due to movement points returning to you if you take a step back. Maybe it's supposed to be like that, maybe not, don't know.

But I am very eager to see what you have planned!

Submitted(+1)

Played the game last AGDG.

I don't remember exactly how the HUD was before, but it seemed to have improved. I don't remember the description panel to the right of the attack selections... Also, the improvement in enemy and effect variety makes the battle way more interesting. You end up having to make decisions on where to apply debuffs, and which enemy to focus. Having some abilities acting as weakness for some enemies is also pretty neat.

I'm still not sure how I feel about the dungeon crawling aspect of the game. It works for now (better than for the previous AGDG, that's for sure) but it still feels a bit gimmicky... 

I hope I can see that game next AGDG again!

Submitted(+2)

The art is great. The game ended sort of abruptly after a fight. I guessed I cleared all the mobs? I'm not really a fan of turn based games so I can't really say anything about the gameplay other than that it looked cool and unique. Also I didn't understand some of the 3 letter buttons before pressing them even though they are probably common in these games.

Developer

Thank you so much for the fanart! Yeah I'll work on a simple tooltip when you highlight the three letter buttons next

(+2)

I like this game, it's like a dungeon crawler and it remind me of Shin Megami Tensei.

The animations and camera angles you added to the battles are cool, makes the combat feel dynamic, I had no problem beating the game and figuring out the weakness of the enemies... except for the Golem, maybe he doesn't have one? I just brute force my way against that boss and the recover HP and MP with the camp.

I like the music and I also like the artstyle, it have charm. This game have a very good potential so keep up the good work!!!

Developer(+1)

Thank you for the fanart!! Yep, Golem has no weaknesses the current party can exploit. It's meant to be an elite/rare spawn but it seems like everyone's ran into it

Submitted

I went on parade, but perish I did not.

I beat the demo stage without much difficulty. The combat system is intuitive and I think most people would figure out that skeletons are weak to blunt damage and slimes are weak to elemental.

Nevertheless, I'd like to see more inventive enemies since the playable characters are so good. You could probably recycle some of the art and have the party encounter enemy rogues or dark knights, as an example, or maybe skeleton versions of the party. I don't know.

On that note, the animations look great, as always. 

Moving on, it's been a while, but the sprites look a little more pixelated than I remember? I believe I prefer the sharper look.

The UI is also more utilitarian, which is probably a good change, but the art style is a big asset and I think it's important not to waste it.

The dungeon interface is a good idea but it might need a degree of contextualization because white blocks floating in the void might be too abstract. 

As for the music, it's very fitting.

Overall, the game seems to be coming up great. Keep it up. 

Developer(+1)

>sprites being more pixelated
Eh really? I'll have to look into it, I don't remember

>UI

Yeah, I will compensate in other places probably? Wanted to make sure the most gamey parts of the game is as intuitive as possible first.  And yeah dungeons won't only be a black void with nothing.

Thank you for playing Bakar!

Submitted(+1)

kino.

golem too strong

it's not too clear what the yellow and green squares are for in the dungeons. also ideally replace them with something that doesnt rely on color to be communicated.

white damage numbers are hard to make out during attacks sometimes, maybe theyd benefit from a thicker outline or something

Submitted(+1)

Nice and polished. Thought the cleric would be OP because he clowned on those skeletons, but then I've met a golem who wrecked me. Finished the level after the third try, and without a cleric even, so that is definitely not the case.

Everything seems to go smoothly, and is not overstaying its welcome. You got the core down to a T.

(+1)

Everything seems to be working properly. It also feels like the game is quite in the begging stage, so I don't know what feedback to provide. Only two things caught my attention in this build.

1st was the music. It feels like an upbeat ShinMegamiTensei. It's good music, but somehow I don't think it fits, as your game reminds me more of FF Tactics. Of course this is subjective.

2nd is on the fight menu, it was a bit tricky/unclear to see who my "active" character was, and what cells the abilities affected. Like Knight's Rising Slash has AOE, but other than in the text, it is not shown in the screen. Make all the affected cells glow in those cases.

Other than that, good visuals, but I want to see how the board will look, as I don't think you will be able to have walls?


Developer(+1)

Thank you for playing! Walls are actually already implemented, it's just a matter of finding a way to make them look good but also be unobtrusive in exploration gameplay. But I definitely plan on giving live to the board layer.

(+1)

Really solidly put together i especially love the music and art. I dont typically play these kind of games so I may be skill issuing but running into a golem seems like imminent death, and rouge felt kind of useless compared to his peers.Also i think it'd be cool to have little goodies on the map cause I like to autistically fill out the white squares.

Developer

Thank you for playing Space! That's the plan. You'll be rewarded immensely for filling out maps

Submitted(+1)

It's looking very good so far.

I did 2 runs, in both runs I used this party composition: Knight, Fighter, Cleric. 

- The grid map UI is a little confusing, I know it's a work in progress but I got a little confused by the PTY and STG buttons. 
- The walk animation of Fighter in the grid map looks a little clunky, I think Chthonic suggested having the avatar just hop around the board before? It might look better and it's easier than trying to polish the walk cycle animation (but I would understand if you would like to keep that animation).

In general it feels the game is working fine and it's more about polishing what's already there and adding content as you keep moving forward.

Developer(+1)

Thank you for playing nacho! Yeah I'm going to try to see if a hop would be better

(+1)

Really cute board-game vibes in the exploration section now. I like the way you’ve done the “danger mode” thing, I don’t know if I’ve seen a dungeon crawler do something like that. It gives a tiny bit of unique gameplay in how you move your piece around the board to try and get the drop on the monsters.

Is it the plan later to decorate the background instead of having a black void? I think some dungeon flair would go a long way to tying it in with the combat.

Did you end up using the grid movement trick I told you about? It feels very similar, lol. Good job.

I’m not a fan of the little three-letter buttons like PTY and STG, they shrink down even more to two on hover. If you give them a little breathing room and add a tooltip explaining what they actually are I think they’ll be much more approachable. As it is, not knowing advance, why would I click a button labelled DIE while there’s a monster chasing me!?

I’m not sure what Momentum means, it’s mentioned in the ability descriptions but I don’t see anything on screen indicating how much I’ve built up so I can’t really reason about it.

But yeah, I think you’re on to something with this little board-game grid thingo and from here I think you’re all set to start grinding out game content.

Developer(+1)

Thank you for playing Stomy! I'm glad you like the new exploration controls now.
Yes, decorations are planned. And I did do the trick you did in your game, thank you for that lol

Momentum is the only functional passive in the game right now that the Fighter can build up and use, the problem is I haven't displayed it properly yet.

(1 edit) (+1)

I already drew something for you last DD but Skeleton-kun was a nice quick one I could do so he’s going on the page this time.

(+1)

Really good game, the art is of course phenomenal. Took me three attempts to clear out every enemy.
My first run was without the fighter, which ended in me instantly dying to the golem ahaha. Understandable that the weapons wouldnt really have much of a chance, but i wanted to ask if you were planning to implement different physical attack types? Like pierce, slash and blunt. That would at least make the physical weapon (mace) of the priest useful in certain situations. It could also open up a little bit more variety.
Usually with these types of games (my only experience aside from turn based rpg being ff tactics, darkest dungeon and metaphor) i have a rotation that i find out and spam. In this case it was for the skeletons passing until i can do the priest aoe, and when i have to use my turns with the other two it was taunting with the knight and just the burning slash with the fighter.
Second attempt failed btw because the enemy crit me 4 times back to back in 2 turns ahaha. Which was funny.  Do you intend to add a mechanic similar to deaths door? Will the characters be down and you can restore them in camp, only losing them if the mission completely fails?  If not thats fine,.

Aside from that random feedback, here is some other ideas that came through my head while playing:
-No idea what the coloured tiles do,  i could identify the start and end (i think), but i dont know why the enemy tiles are coloured. its a bit confusing because i can already see that the enemy is there. The yellow colour made it seem like a item room, but that only my thought because of Darkest Dungeon i think.
-Some more UX around targeting and selecting abilities would be nice.  There is already plenty, and you did a great job with what is there, but to reference darkest dungeon again as an example: Multi attacks connect the affected tiles and make them all glow at the same time. In dd youd also see what positions you must be in, and what positions you can affect. I honestly dont know if all the abilities in the bottom only show you the positions you can cast from, or which you can attack. I think the abilities that affect your own team like healing or taunting, showed the fields youd be able to cast from? The style of the game is really cool, and i understand if you wouldnt want to introduce colour because of that, but a quick green/red colouring of the abilty circles could fix easy identification of such abilities. But its also not super needed once you know what each ability does imo.
-Would be nice if you could make the battle music loop. You shared it in the discord, so i assume it was custom made. Even if not, the track is really good. :>
-The action animations are a really nice idea and help a lot in making the combat feel more alive. 
-Damage ranges would be beneficial for planning out combat actions, especially if youre planning on including permadeath in my opinion. But it would reduce the surprise and intrigue of finding out what is good against each enemy. Metaphor showed what is weak against an enemy as an example if i remember correctly, while Darkest Dungeon just flat out showed you everything, from hit, crit to damage range, even how likely you are to apply any status effect.

Anyways, a lot of rambling from a nodev. And to summarize it all, you have a great game with a lot of potential, im looking forward to your updates and wish you the best of luck.

Developer(+1)

Thanks for playing dude! There's no permadeath or death's door in this game. Dead characters will be able to be revived through Stratagems and Events later on. And yes, there are already different physical attack types. Cleric's normal attack does a lot of damage to the skeletons because it's Strike damage, and Burning Hammer is a physical fire attack, too. Not a slashing attack

The colored tiles are actually Events! But they're not implemented yet so I repurposed them into enemy spawns, so that players this DD don't get spawncamped through bad luck.

Yeah, the AOE UI QoL slipped my mind

The first battle theme loops! But the second one doesn't. I just havent gotten around to editing it or asking my composer to send me a loopable one, easy mistake to correct.

Thank you again and I hope I can play your game some day too! It looks super kino and hot

Submitted(+1)

Really am not the target demographic for this kind of game. Loved the art style. Didn't really understand if the colored squares do something or not, and what determines how many squares I can walk. Feel like it could be a potential banger for those who like this kind of stuff.

Developer

Thank you for playing! Colored tiles don't do anything right now besides deciding spawns. Placeholder

Submitted(+1)

Iz gud

Submitted(+1)

I survived 3 battles and then the monsters had enough of my bullshit.
Nice visuals and music. Cute girl. Work on some event tiles next! (unless I missed them) 

(+1)

potential man don't fail me!

Submitted(+1)
 she cute



skeletons are easy mode but golems kick my butt

swapped out the rogue for a cleric since i didn't want to die to chip damage from every fight.

i have a hard time catching the vibe youre going for - the visuals + dungeon + music don't match for me. seems like a very up-beat game from the sound of it? could be a good contrast to how bleak Darkest Dungeon is.

no bugs, everything seems to work. 

my only suggestion for the current state of the game is that an enemy should die in their cutscene if their health drops to 0, instead of waiting for the cutscene to finish before the enemy dissappears

Developer(+1)

thank you for playing! im going for a ttrpg - retro game vibe, still figuring it out. but yeah it was designed to contrast darkest dungeon in mind

Submitted(+2)

Developer

kinooo