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A jam submission

Acrane ChainView game page

Connect spells into chains to maximize damage and defend your castle!
Submitted by Mpirer — 9 minutes, 20 seconds before the deadline
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Acrane Chain's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#44.3184.318
Creativity#134.2274.227
Overall#143.7883.788
Gameplay#143.7733.773
Polish#223.6823.682
Audio#323.2733.273
Art#373.4553.455

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Wow, this game is really tons of fun! The idea of chaining together explosions in order to increase damage really has you thinking 15 turns in the future. Along with this, the fact all enemies move in a predictable pattern helps with timing to get the maximum damage on a certain enemy. I made it to 104 and it definitely gets pretty hard but I understand that's just part of the scaling. To help with this, the big enemies could have less health or I think you could even give the player a new ability or spell that could help combat the larger enemies. Again, super fun, I enjoyed it a lot.

Developer(+1)

Thank you for playing the game!

I agree that currently the difficulty curve is too steep. Most enemy types and the enemy spawning system  were added near the deadline so I didn't have much time to tweak the scaling and progression. As you said, the big ones should drfinietly have less health or I also thought of making thrm move slower. 

The idea of new spells that help counter a certain type of enemy is certainly something worth looking into.

Very glad you liked the game and I appreciate the feedback!

Submitted(+1)

Very solid game. I got to 72! The difficulty build is really nice and the reactions are super satisfying, well done!

Submitted(+1)

I'm awful at this game, but I still really liked it!

It took a little bit of time for me to figure out how things worked, but when I did, the chain reactions are really satisfying.  That said, I found this game really difficult; it's punishing when you set up an awesome combo but miss some enemies, then it becomes really difficult to set up another chain.  It feels like there's a cool bit of strategy there but I haven't managed to get it down yet, where maybe it makes sense not to go too overboard with one combo, so that there's time to build the next one, and/or maybe to ignore enemies that get too close to the wall since there's kind of a cascade effect once they get too close, and maybe at that point you should just focus on building the next big combo for the enemies that are still farther out.

My top score is only in the 50s so far :( but I'll try again!

Anyway, the gameplay is really cool; I don't think I've seen anything quite like it before.  It's really fun/addicting, and it's easy to want to come back and try to do better on the next run.  I also like the art style a lot; there's a lot of charm in the hand-drawn characters, and the particle effects are really cool.  The music and sound effects are really solid, too, though I really wish there were volume sliders for music and sfx.

All-in-all, this was a really great entry; kudos!

Developer

Wow, thank you for taking the time to write such a long and detailed comment! 

I'm very happy that you liked the game and the art in particular!

I totally agree with the volume sliders. The game turned out too loud. Unfortunately the menu and ui is very much the place where the time constraints really took an effect. If I ever do a post jam release, I will make sure to add these things.

Submitted(+1)

this game has certain level of polish that makes it fun and engaging to play. the enemy telegraph, the chain reaction, the sfx. it’s all so good!

Developer

I am really happy you enjoyed it!

Submitted(+1)

It was hard to get the hang of it at first, but once I did I enjoyed the game. Feels satisying to chain lots of speels all the way from the castle and kill the foes in one swift click. Makes you really think where to place your next spell. My record is 74 turns.

The visual and audio effects are solid, especially the sound effects.

Developer

Glad you liked the game! 

I had some fun making the sound effects haha. I just made some random noises with my mouth or anything I had on my desk, recorded on mic and then played a little with pitch and speed. Happy to hear they turned out good.

Submitted(+1)

Really fun and kinda addictive.

Submitted(+1)

Love it! Very creative. Seeing the spell animations and hearing the sound effects is very satisfying!

Developer (1 edit)

Thank you for playing and for the kind words! :)

Submitted(+1)

Really good! Took me a few attempts to understand. Maybe if I initially could only place it in front of the wall and then in the AOE of other spells, that would really teach me how it chains. Part of the confusion also was that the word ignite came off as the current spell rune instead of clicking the wizard to ignite. 

But I really like the concept and had fun playing once I got everything together.

Developer(+1)

Thank you for playing the game! 

Yep. I would have definietly made a tutorial for this if I had more time since it is a bit unintuitive as it turns out. 

I never thought the ignite word could be interpreted as the spell name. Thanks for telling me that

Submitted(+1)

Very good game, but at first I couldn't see where I was placing the spells. after a little play time it became obvious. Nice job!

Developer

I'm glad you enjoyed it :D

Submitted(+1)

This is a very solid gameloop. I really enjoyed it and you should definitely look at expanding this game into a full release with more spells, an upgrade tree etc. On the jam version itself, the only feedback I have is it would have been nice to point to which exact tile the spell will be placed on, especially for the stop spell. Because the preview of the effect area kicks in, I was often confused as to where I was placing it. Something like a tile highlight shader. But other than that, very very good!

Developer

I'm happy You enjoyed the game!

I figured pointing the tile with a mouse was enough to see where you put the spell, but I guess some more clarity wouldn't hurt. Thanks for the feedback.

I could definitely expand this game with some more spells, enemies and a tutorial, but I don't see how an upgrade tree would play into that.

Submitted (1 edit) (+1)

You had a really strong idea and executed really well! such an extraordinarily unique concept and it's very fun.

I will say it might be a little too tough at times, there is a lot of enemies. But it might just be a skill issue on my part lol.

Well done!

Developer (1 edit)

I am very glad you liked my game!

I am aware of the steep difficulty curve. I just didn't get enough time to test and tweak it well, because most enemy types and the enemy spawning system were implemented very late in development. That's my fault anyway for setting poor priorities heh...

Mind sharing your high score?

Submitted(+1)

Very fun game! It's satisfying to see the chain reaction going from the castle to the frontlines.

The RMB to see all preview is really helpful. I ended up always holding it to quickly place spells.

It gets difficult once an enemy gets closer to the castle. I can't seem to figure out how to handle those enemies, especially if they are at full health.

The art style is also nice to look at.


Developer (2 edits) (+1)

Wow!

I'm really glad you liked the game and appreciate the detailed feedback!

I'd say that keeping the enemies from getting closer to the castle and eliminating them sooner is part of the challenge and good strategy, but I agree that the game gets too difficult too fast.

Submitted(+1)

Yeah that was my initial strategy, until the faster enemies start spawning. I quickly got overwhelmed xD

Submitted(+1)

I like this game , It's very creative 

Submitted(+1)

Took me a few tries to understand that I have to click the wizard to ignite :D Really nice game and the spell chains feel great!

Submitted(+1)

Dang, that's tough! Made me want to keep going and try to figure it out. Nice unique concept and great way to implement the theme. 

Made it past 104! Surprisingly deep and tactical, nice work.

Developer (2 edits) (+1)

Nice score!

Yeah, around 80 the difficulty spikes up like crazy. The big guys should have less health or move slower, but I added them near the deadline and didn't have that much time to test

Submitted(+1)

Very relatable haha. At a certain point expecting balance is unrealistic XD

Submitted(+1)

Love background music

Developer(+2)

Ah yes. The only thing not made by me 😅

Submitted(+1)

Well, you made the right choice of music :) But I also really enjoyed the game overall

Submitted(+1)

Very cool, pretty unique !