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A jam submission

Spare KnightView game page

Strategic Turn-based RPG Robot Game
Submitted by Chrisdalbano (@chrisdalbano) — 5 hours, 57 minutes before the deadline
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Spare Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Build it with Phaser#13n/an/a
Gameplay#243.7503.750
Graphics#243.8893.889
Overall#313.5333.533
Audio#613.2503.250
Innovation#633.3333.333
Theme#893.4443.444

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This tactical roguelike is really fun and enjoyable to play. The graphics and music make the whole experience really pleasant, and the hand-painted art style stands out a lot and gives it a unique feel 👌 The combat system is easy to get into and feels intuitive, since you mostly just need to click at the right moment. The tutorial at the start is also really helpful, making it easy to jump in without any confusion 🙂 The different enemy types and their designs add nice variety to each run, and the hidden enemies are a cool surprise. One small thing though: when you open the settings window, it looks a bit out of place compared to the rest of the UI, and some of the text gets a bit hard to read or adjust properly. Cleaning up the layout there would make it much smoother to use. Congrats on the work and thanks for choosing Phaser!

Challenges

Build it with Phaser
Deploy to Wavedash

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted(+1)

Very well executed project with some polish. I'm also using a Wacom tablet + Krita (you can check the starting storyboard of our game) but I'm just beginning to. It is inspiring to see how much art you managed to do in the short time.

Interesting story description but I guess for the jam there was not enough time to translate it into the mechanics... There's nothing currently that makes Cog feel three generations behind...

One suggestion - make the button "Press on without resting" style the same as the other buttons. Right now its easy to miss... Or remove it completely.

It would be good to include some logic to calculate how dense encounters and rests should be because one run there were encounter after encounter - impossible to survive.

It does make sense that the forge is only available in calm spaces. However gameplay wise whatever parts are scavenged - without the forge they are useless. The results is a reward which can't be used. That can be disappointing.

Good luck!

Submitted

The pacing is great! The controls felt really intuitive, which made the game a lot of fun to play! (ツ)ノ

Submitted(+1)

Great survival tactical rpg. Really good job on this!

Submitted

Really cool game! I liked especially the beautiful graphics and the tutorial. I like the idea that you tell the player at the beginning of the tutorial the time it takes. Especially for a game jam, where people do not spend much time playing a game, this will help keep them in and ensure they play the tutorial. I had sometimes some issues that UI pieces were not at the right place, for example buttons were in front of text. Maybe it is a scaling issue.

Congratulations to this beautiful game! Well done!

Submitted

Soo amazing!! and i loved the graphics!

Submitted(+1)

I loved this so much I forgot I was playing gamejam entries. Super slick and nicely polished, it all comes together so nicely. Well done!

Submitted(+1)

Woooow realy well elaborated game for a game jam! Nice job

Submitted (2 edits) (+1)

Cool game and interesting idea! It took me a while to figure out that in order to confirm a hit or block, you need to click on the wheel in the right sector, but once I figured it out, everything became much more fun!

Good story, graphics and music create a good atmosphere for the gameplay.

I think it would be good to clearly highlight the click wheel in the game tutorial to make it clear that this is a move confirmation.

Nice game, congratulations!

Submitted(+1)

So much content in this game. I like the roguelike concept, going through events and getting upgrades. The boss was super scary, and I died on the first run, lol.

The grid movement feels good, and the tactical aspect of it is working well. I didn’t play longer than a few runs, but getting more skills and upgrades can help make this a solid full fletched game. It’s impressive to have this in just two weeks, well done.

Viewing comments 29 to 21 of 29 · Next page · Last page