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Longwave's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #55 | 3.812 | 3.812 |
| Originality | #64 | 3.625 | 3.625 |
| Fun | #82 | 3.188 | 3.188 |
| Overall | #83 | 3.259 | 3.259 |
| Graphics | #84 | 3.625 | 3.625 |
| Controls | #86 | 3.188 | 3.188 |
| Accessibility | #124 | 2.625 | 2.625 |
| Audio | #127 | 2.750 | 2.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.2
Theme Interpretation
A general retro radio theme, all monsters are themed after retro tech.
Discord Username(s)
pgt_
GWJ Participation Level
This is my fourth I've participated in but only the second I've managed to submit.
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Pokemon clones are not easy to make.
Able to make one is already an achievement.
Next step having a trainer design would make the game better. Keep up.
interesting capture mechanic using frequencies. I do love to catch em all!
This is a really fun take on the monster collection format! If you wanted to continue this, I feel like it has a lot of potential! My main complaints are that you can't see what the monster you just recruited stats are, and that guard is a little too strong. I was able to sweep the boss with a level 5 hamphibian. I loved the designs, and the theming! There's so much you could do with this.
Really good spin on the monster collecting genre. As a lover of both bad puns and sine waves, I fully approve of this interpretation, and it reminds me a bit of cassette beasts. of course, it's difficult to balance this sort of game (especially for a game jam, broadcastodon wrecked me) but I really like what you did here and I see that this mechanic might be fleshed out much more. thanks for the upload!
Thank you! I wish I had more time to balance but alas I procrastinated, I only started to implement broadcastodon as a final boss like 2-3 hours before the deadline admittedly. I only realized how similar in concept a retro-ish creature collector was to Cassette Beasts like halfway through and started checking to make sure that game didn't do any of my monster names first lol. Thank you for playing and for your kind words!
The tuning mechanic is cool! The artstyle is also great :)
Tysm!
I really enjoyed this! Loving the sprites for all the critters
Thank you! I'm not very good at art but I felt proud of these ones lol
The mechanics are very unique! I needed a little time to understand them, but after reading your comment, I get it. You definitely need to add that to the tutorial!
Thank you! I was working on a second tutorial that would explain things a bit more in depth that would occur after recruiting Dialpup but I ran out of time and ultimately scrapped it, but I really wish I'd started it earlier. Thank you for playing, though!
Super cool! I think there is really something to that frequency system. It's a fresh idea on how to do 'catching' without just % chance. Great stuff!
Much appreciated, thank you for playing!
I don't think I understand what I'm doing with the sine wave, but I think I like the idea of it and want to know more?
Hi! Yeah sorry, its a confusing system and I wish I had more time to add to the in-game tutorial lol. Basically every monster you encounter has a secret frequency, be it 0.4, 0.68, 0.22, etc. You are able to adjust the frequency once per turn in either direction, and getting close to that secret frequency allows you to Sync with them to recruit them. If the sine wave is glowing green, it means you are close. You can also tell by how clear the static covering the enemy sprite is.
Alternatively, if the frequency is close to the frequency of your own monster, it activates a strong passive buff. For example, the first monster you recruit, Dialpup, has a frequency of 0.4, and while close to that frequency it gains increased damage and decreased defense.
Going into the party menu allows you to see the desired frequency of each monster you have and what the passive buff for being near it is, which is called "Amplify".
Let me know if you have any more questions! Its a weird little system I concocted that definitely needs more explanation in game.
cool, i figured it was something like that! I wonder if it would be a cool mechanic to use in a game where the frequency forces the melody of the music into and out of tune, or if that would be too jarring.
That could definitely be a cool idea! I toyed with a few options of conveying the player being close to matching the enemy frequency but a lot of them were too jarring, like having the sine wave fluctuate and warp the further away the player was. Music was a last minute inclusion (I always forget the SFX), but it could've been a neat idea to play around with!