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Y.E.A.H R.P.G's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Good | #35 | 2.531 | 3.100 |
| Sound | #38 | 2.694 | 3.300 |
| Gameplay | #42 | 2.531 | 3.100 |
| Overall Bad | #45 | 2.776 | 3.400 |
| Modifier | #47 | 1.878 | 2.300 |
| Overall | #49 | 2.463 | 3.017 |
| Graphics | #54 | 2.368 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
By keeping it simple and focusing on our core gameplay instead of adding too much things.
Any additional information for voters?
Pick your character wisely. They all are useful, but not in the same way.
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Comments
As someone whose played the original Fallout and part of Arcanum I can appreciate a good "whiff simulator" lol.
I actually thought this was a very interesting and unique SBIG game. Of course I also read through the GDD and was stunned at the page count (it maybe a joke it maybe genuine, but the best part is I can't tell which so great job), and I actually like the idea mentioned for the illiterate trait. Sounds like a more intense version of illiteracy in Kingdom Come Deliverance.
The visuals are good for a SBIG CRPG, and the sounds are I think fitting.
I only finished the game as Minister Maxx but I briefly tried all of them. And I liked the rules lawyer unique GUI for Todd the Godd. But I was genuinely surprised the stealth mechanic actually worked, so I was able to get the drop on all the enemies and sneak past the gatekeeper. So well done on that part!
As for the combat itself, it's almost the worst kind of the genre as it's very RNG and slow and requires clicking manually each time. And while I imagine that's fully intentional to replicate the jank of those older games, and also a way to allow the player to have multiple abilities to attack enemies, it does make the game feel more frustrating. And for me personally a game being frustrating takes away from it being so bad its good.
This game didn't lean too far into that territory for me personally as I'm more used to the genre, but definitely can see it scaring off or annoying a lot of other jammers.
But, I do appreciate that the player can parry a lot of attacks, so even if they aren't killing the enemies as quickly at least it's not as lethal as it could be.
I've actually been considering experimenting further with an isometric game, and this game really makes me want to try it lmao.
Great work on a sbiggy CRPG, not a common genre for this jam but one I think is rich territory for sbiggy goodness!
I'll say this straight - I'm not a fan of CRPG - But I think this is a very neat game. I like the Black and Cyan graphics and the detail in this game, but I think the battles are too RNG based - It's not a hard game from my experience, just incredibly tedious.
I got to the guardian in the hallway (I already forgot its name馃) and spent about 10 minutes of exchanging parries, while the enemy would occassionally fumble its own attacks, before Alt+F4-ing out.
I know there's more to this game, I just don't want to wait the RNG out (unless I'm doing something wrong)
Good stuff!
I like the highs and lows: nothing like trying to negotiate with a goblin and then immediately being decapitated, and later negotiating right through the gatekeeper on your first try. This game is harsh yes, but the expediency of restarting more than makes up for it. I indeed appreciate the mechanics all being tie together with dice rolls, one system trumps many.
One day I鈥檒l learn the secret to the mysterious stuff :3
I love the concept with this one! I did start by reading through the overly ambitious design document. I was kinda like "how are they gonna fit all these mechanics 馃槀" and I guess I got an answer!
I do like the idea of a game being cut dreadfully short in certain aspects to fit a 'just ship it' theme ( come to think of it you could take that idea really far if you wanted to!)
It annoyed me at first that some enemies could just immediately kill you, though given how short the game is it wasn't really a massive issue. Art is actually beautiful! Super stylistic and I did like the overall vibes!
Thanks for submitting! Worth the wait!
I'm not sure if I enjoyed it. 90% of my experience was just fighting a dude until I had good RNG.
From my experience, the normal enemies don't give you anything and respawn the moment you kill them, so you are screwed if a fight starts. And the fights are pure RNG, an enemy can either hit every attack (so you die instantly) or miss every attack (and you are good to go). The same happens with your skills, you can either fail every attack (and die miserably) or hit every attack (and win without knowing what you are doing).
I think the game would be SUPER good if it was further developed.
Either way, great job! Making a complex game like this in a week must have been really tough! Props to the whole team!
I tried to negotiate with the minions, died before I even got a turn, but eventually just avoided them, negotiated with a different NPC and got an ending of sorts.
That was about the experience I expected, mind, but far from what the page and
what little I skimmed ofthe GDD promised.I have no idea if this is genuinely an overly ambitious idea that had to be pared way down in the execution phase, or a parody of overly ambitious ideas that suffered massive requirements scrubbing to meet a deadline. Honestly, I'm still kinda at a loss on how to evaluate this one.
I see what you're going for with the description on the page, especially the "I remember how it used to be" section, but I feel it would have hit better in 2022.