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A jam submission

Operation: DaemonView game page

A turn-based combat game where you fight biomechanical enemies to gain power - and information.
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Operation: Daemon's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#213.8753.875
Accessibility#293.5833.583
Graphics#374.1674.167
Overall#393.6433.643
Controls#533.6253.625
Originality#713.5423.542
Theme#853.5003.500
Fun#1003.2083.208

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.6.3

Theme Interpretation
Enemies are mutated with "modules" and "daemons" that give them unique buffs and effects. Throughout the game, you can collect these mutations and apply them to your own player in order to grow stronger and progress further.

Wildcards Used

Disassembly Required

Demolish break or otherwise disassemble things

I like Turtles

Include a turtle

Source
https://github.com/ProgrammerOnCoffee/operation-daemon

Discord Username(s)
Kyveri, Skalicaa, Jewelz8809, AppellateBaton0, ProgrammerOnCoffee

GWJ Participation Level
33 (Kyveri: 20, Baton: 5, ProgrammerOnCoffee: 5, Jewelz: 2, Skalitz: 1)

Team Size
5

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

(+1)

Very good! The combat is basic but very enjoyable, I didn't actually expect a quick time event based system for the attacks. I really like the concept of building your skills trough fighting enemies and collecting data about them. The music was absolutely 🔥 and easily the best part of the game with the combat.

Developer

Glad to hear you enjoyed it! Thanks for playing.

Submitted(+1)

Expedition 33 + Slay the spire? Two of my all time bests combined? All 5s automatic! Thank you for making a game like this!

Developer

Thank you for checking it out, I'm really glad to hear you enjoyed it!

(+1)

Great game! This is literally my first experience with jams, and I love the work done on the visuals and the underlying design!

The parry/attack mechanics surprised me, and I think it's a good idea for development. The enemies are beautifully designed, and their variety keeps things interesting, but I'd add some unique animations and more dynamism.

And I equipped all the perks after battles in one slot and seemed completely invulnerable, so I think the balance needs some work.

And the first boss at one point just let me beat him up, hahaha, I don't know why!

Good luck with the development, you've made a great game!

Developer(+1)

Thanks for the feedback! Balancing is definitely something we want to work on more after the jam since it was a bit of an oversight on our part to allow you to equip everything in one slot, haha. The boss was just about the last thing we had time to implement, and in my rush trying to finish it, I let a bug that prevents it from spawning more tentacles slip through (whoops!). We'll definitely fix that after the jam too.

Thanks for playing!

Submitted(+1)

I enjoyed the game! The art for the enemies was really well done and the music had a good vibe. I wasn't the biggest fan of the clicking at the right time to attack/parry, but maybe that is just me. Also, there probably needs to be some balancing done for a max amount of perks you can add. I added a ton of siphons and could basically just tank everything with no problem haha

Developer(+1)

Haha, the lack of a maximum number of modules was definitely an oversight. We'll be balancing things like that after the jam.

Glad you enjoyed playing, thanks for the feedback!

Submitted(+1)

This was good play and I can tell how broad the systems on the game were created. The combat felt slow though and the clicker circle for the combat was sorta hit or miss for me. 

Submitted(+1)

This game jam has some of the most potential of any game jam I've ever played. Really exciting game!
The combat animations were a bit too slow and I would have loved some kind of SFX to go with the clickable circle indicator in combat.
Also I don't think I was using all of the systems correctly. I had like 10 different timebomb modules but only noticed a timebomb do damage once, and it did 1 damage lol. I didn't see any reason not to equip all of my modules on one action (either attack or special) and then only use that action. And when I first started the game there was a big menu where it looked like I would equip items or something but I didn't have any. Even after beating the first boss I never got sent back to that first menu so I didn't understand what it was for.
The polish on the menus, animations, buttons, etc. was top notch. Well done!

Developer

Allowing you to equip all of your modules to one attack slot was definitely a bit of an oversight haha. We're planning ways to balance things including that a lot more after the jam. As for that menu at the beginning, that's where the "daemons" you discover during each run will be sent. After you die and end a run, you'll be sent back there, and then you can equip them to boost your next run. Sorry if that wasn't clear!

Thanks for the detailed feedback and the kind words!

Submitted(+1)

One of the previous Game Jam games I tried I said was podium-worthy… this one is too. I like the Persona-inspired combat system. Maybe for me it’s a bit distracting that so many roguelites use this ‘choose your path’ system.

The transitions and menus are a huge plus for me.

Developer(+1)

Glad you enjoyed, thanks for playing!

Submitted(+1)

The battle mechanics are working very well, my only issue is that the battles are quite slow. Works very good though and its fun. Nice work!

Submitted(+1)

The Combat system is super interesting and I really liked thinking of how to set up my build. The combat itself was a little slow but I think thats very easily fixable. Plus the accessibility was amazing loved the different inputs. Also seeing your super neat scene transition in the discord inspired me to work on mine in my game!

Developer(+1)

Thanks for the kind words!

Submitted(+1)

Really fun had a good time with this one, the art style and the music fit well and the amount of mechanics you managed to include is very impressive! Also the accessibility options were nice, one of the more comprehensive settings menus ive seen 

Developer(+1)

Thanks for playing, glad you enjoyed it!

Submitted(+1)

this is really impressive for the time you had! the combat feels very slow however, but it was fun to get a hang of it throughout!

Submitted(+1)

The visual style is very unique and a kind of thing that I'd love to see done more. Combat felt pretty slow overall, and the basic upgrades didn't feel very impactful early on, but the action commands felt like something out of paper mario mixed with a rhythm game, which I really like the idea of.

Developer

A lot of people are finding the combat slow, and the upgrades are definitely something we want to balance more, so we'll certainly work on improving those. Thanks for playing!

Submitted(+1)

There's an impressive amount of depth in this game. I found the QTEs a little frustrating at first, but they do make the combat more engaging. The presentation is excellent too. Nice work!

Submitted(+1)

Biggest potential game!

Submitted(+1)

I agree with GurtDay's comments about the animations and timing, but otherwise this was really cool! The visual and game design were really cool and I love the branching. Nice work!

Submitted (1 edit) (+1)

This has a quality look and gameplay with amazing sound design and music. Like the idea of having multiple paths that you can take, so that the player can get whatever that they need and progress forward (reminded me of the TLOU2's No Return gamemode). Though combat feels a bit slow and I don't really know what is the difference between the Attack and Special. Other than that, really well done game!

Developer

Our artist, sound designer, and composer were all amazing!

The issues you bring up about combat speed and the difference between attacks are ones a lot of people seem to have, so we'll definitely improve that after the jam. Thanks for the feedback!

Submitted(+1)

The model work, GUI and art design for this game is very good. The integration with the theme is clear and I love the concept.  

The combat is a little on the slow, methodical side, and the distinction between attack & special is not immediately clear.  Would love to see more of this.

Developer

Our artist did an incredible job, as always!

Thanks for the feedback! We'll definitely work on improving both of those things after the jam.

Submitted(+1)

I love the character designs and the animation style is very interesting, it feels 3D but I think its 2D? The Daemon module slot in mechanic is cool. The animations are quite slow and each turn takes a pretty long time. Aswell as the    perfect parry/perfect in circle mechanic lacks the juice to make it feel good. Paired with the slow animations I'm never allowed to prepare for circles they are just always there. Despite the cons I was really impressed with your submission.

Developer(+1)

You're right - all of the characters were drawn and animated in 2D and are rendered in 3D with Sprite3Ds. The art for the quick time events was literally the last thing we had time to implement, so I can see how they're a little unbalanced and lack juice. I can definitely increase how long they appear before an attack to give you more time to prepare for them.

Thanks for the feedback!

Submitted(+1)

Very interesting concept with fun clicking mechanics kinda reminds me of Expedition 33.

Developer(+1)

You have a keen eye - that was one of our biggest inspirations for the combat style.

Thanks for checking it out!