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Linked forge's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Mechanics | #13 | 4.250 | 4.250 |
| Overall | #61 | 3.875 | 3.875 |
| Fun | #75 | 3.750 | 3.750 |
| Aesthetics | #119 | 3.812 | 3.812 |
| Theme | #128 | 4.062 | 4.062 |
| Story | #209 | 2.625 | 2.625 |
| Sound | #397 | 2.500 | 2.500 |
| Music | #492 | 2.000 | 2.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
King rabbit a lot of assets
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Comments
I love this node mechanic. I would have wanted a general store instead of selecting if I want to buy a shield or a minion. I always had to remind what I had because I could not check the nodes during selection. Other than that the game is awesome. Excellent job.
This game is fantastic! I know how difficult it can be to set up an in-game graph system, so this game having so much content in a short time-frame is very impressive.
I don't usually play autobattlers so I don't know the genre well enough to speak for others, but in my opinion, I wish I could "program" units to fight a certain way. For example, target week enemies first, target low-hp enemies, fight at a distance, etc. I died against the demon lord because my character ignored one imp that was almost dead, and I ended up losing by a tiny margin. Again, I don't know the genre well, so playtesting with the target audience would be recommended.
I also didn't understand how the different menus worked, as there was no way to tell how many options I would have before the next battle.
Regarding block, block and chance to block seem to be different stats, but I'm not sure.
Finally, the shop menus could use a little tweaking. The scroll wheel moves the shop very slowly, some of the items are out of order in-terms of cost and/or power, and the shop items are too big in my opinion, which means I have to scroll a lot to see my options. I think 2 columns and smaller icons would help, but it also depends on screen size, so maybe a button or setting can be added to change the number of columns in the shop.
These are all minor issues, and I really enjoyed the game. I hope it becomes a full game. Great work!
Amazing game, I love autobattlers, both making and playing them and this one has a very interesting mechanic. I love all the options and trying to make different builds. I think game was a bit too generous with gold, always bought a lot of stuff without worrying, didn't even need to sell most of the stuff I wasn't even using, so I'd say thats maybe improvable. I'll keep playing and will try a minion build now, just wanted to comment and rate beforehand! You definitely made something to be proud of, I'm sure making all those mechanics was quite the work!
This game is SO AWESOME! I think the auto battle format works super well with the connecting of nodes like this game has as it gives you time to decide how to optimize your build and shop a bit before starting. I found it easy to connect nodes and figure out what can be connected or not, the highlighting possible nodes when selecting is really helpful. The shop is easy to use, though I was a bit confused on how many shop phases there were before going into battle, and I tried to click & drag to scroll the shop cause the scrolling was a bit slow. I like that you give the player some nodes that are too high level to equip at the start so they can see what that looks like. Overall, this game so clever! Really fun and really cool.
Huh, cool inventory concept, perfect for your programmer audience here. I would've liked to simply be able to see all the shops at once, or have less access to various shops between battles, remembering what I could buy from where for how much with how many levels was a mental overload, at least for me. I still enjoyed kitting out my dwarf hero with best in class magic items, and rolling my own solution to the gear question.
Pretty interesting mechanics. My graph was so messy by the end of it. Would be good to have a drawer that i could put nodes i am not using into so i can keep my graph tidy. Not sure if that was a feature already but i couldn't figure it out. Great effort!
Also the shop choice could have done with me being able to see my inventory map so I know what I needed instead of remembering. Some times it was a roll of the dice as I didn't know what was in the game.
Maybe instead of a shop choice you get a choice of an item from that shop so like a random spell, helmet, enchant etc? as sometimes I would choose a shop and then not get anything as nothing I wanted or got a bad roll.
really fun though good job
I think the actual gameplay mechanics are very interesting and really unique for any autobattler I've played before. With polish on the UI / UX for the inventory, this game actually has a lot of potential depth to it. There was a lot unclear at first looking at a bunch of UI without any tutorial, but once you get the hang of it you can really see what is possible. I really love the concept.
Seems like a game that was executed on well! Would love some music and organization of the linking mechanic.
I like auto battler and I like the new Backpack kind of sothing stuff and this is a great combo. I really enjoyed the game and had really much fun. I would love to see more stuff and a refined version. I must say tho the inventory got messy really quickly.
Thanks! post jam I have ideas how to improve the inventory to make it less messy. Unfortunately I can't play your game as I am on linux, maybe you can upload a Linux build if your engine allows it so that I can give it a go sometime. or maybe later i will try to set up some vm.
Cool auto-battler, though the UI felt a bit heavy at times.
Really liked the battle mechanics, and honestly the game looks like a huge amount of work for a game jam, which is very impressive. GG