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Hunter Diorama's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #98 | 4.629 | 4.629 |
| Audio | #545 | 3.750 | 3.750 |
| Narrative | #593 | 3.700 | 3.700 |
| Creativity | #1032 | 4.021 | 4.021 |
| Enjoyment | #1866 | 3.529 | 3.529 |
Ranked from 140 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The battle system uses a Countdown timeline, where the clock will count down from slot 6 to slot 1 to execute actions. Your health bar also ticks down gradually, and there are countdowns in the phase transition
(Optional) Please credit all assets you've used
See description for full credits
(Optional) What would you like to be called if GMTK features your game?
TungVoid & Nasume / LemonRat
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Comments
Seems like the kinda thing you could make a full game out of. In all the tutorials it didnt mention that the enemy shows which tiles it's targetting, so i didnt notice until it was too late, also didnt know where to see the stun counter. P cool
Oh wow very pretty graphics! Love that it's like a old puppet show or something! I felt a bit lost with all the explanations but that might just be my tiredness xD
But anyway really good work for your team :)
this game has a lot of potential, it’s a shame it’s so short! i really like the art but the battle system shows a lot of promise too, i can’t choose what i liked most between the two…
the tutorial is a bit hard to understand honestly, speaking as someone with ADHD traces (im not diagnosed), i had a lot of trouble reading and fully understanding because there was a lot of text, but when i got into the action it honestly flowed much better than i expected. i particularly like that you can dodge the monster’s moves in a turn based manner with good planning! the enemy had a LOT of health, i think if you had like 3 battles with lower health bars instead of the one with a long health bar it might have worked better
all in all, this is an incredibly creative use of the theme alongside rpg combat (which i love), so this was really great! with more polish, flair and time in the oven this can blossom into something really beautiful
I'm in awe of how much was achieved in the Jam-period, what an absolute feat of an entry and so much to love! It's all the small elements that come to make the mechanics and styling feel so juicy and I can't give enough praise.
Just a few examples for the art style because it's so charming; little detail I really like is the lighting used at the top to show the action slots, feels like someone wired little incandescent bulbs and it feels so on-theme, lovely styling sensibilities. Also the way the action slots are little boxes that rotate like someone's moving them behind, another stunning little detail!
Mechanically brilliant despite the brevity (so much room to grow this anyway!), I felt even if I wasn't totally dialled into all the rules initially I understood enough to pick up as I go. And the UI felt clear enough that I never felt overwhelmed.
Excellent on all counts!
Never knew this kind of artwork was possible to be in a game, on top of that doing it in 4 days was nuts! Would be nice to expand more on the game! :D
The art is so cute. Sadly there is only one level. But overall, I enjoy it. Keep up the good work.
Yeah definitely, we also wished we can make more than 1 level, as we felt leaving the player after the tutorial seems like a massive cliffhanger haha. But thank you so much for trying it and liking it!
This is a crazy impressive amount to complete in 4 days, amazing polish!
Thanks for the compliment! We much appreciated it
I really love the diorama presentation! The dialogue scene, the hunters dropping into the set like acrylic standees, and the cardboard panel sliding across to reveal the battle made the introduction feel like a tiny handmade stage play 😄 The attack animations and impact effects also give the flat cutout characters so much energy. The visual storytelling style really stood out to me!
Thanks for such kind words! Yeah that was definitely the style we were aiming for. Most of the time and effort was put into how can we elevate the feeling that it is an actual mechanical diorama. Thank you so much for giving it a try!
I'm not going to leave a rating as I feel it would be unfair given that I can't run this game very well on either of my computers. However, I still want to leave a comment as the styling and the art deserve an abundance of praise! This aesthetic is beyond gorgeous, so incredibly creative, and unbelievably unique.
I understand the cost that comes with such stunning shaders, but ah I wish I could play this!
Thank you so much for leaving such high praise despite not being able to play it. The fact that you tried to play it with another PC is more than heartwarming enough for us. If you want, you can DM me on Discord and I can send you an executable to see if that would be better, since Unity web for 3D is kind of doodoo. Anyway thanks for leaving such kind words!
Love the artstyle an d combat system, I see a ton of potential for a big game using these loved it
Thanks for playing it! We will definitely try to push the game further, so please stay tuned!
The artwork and combat systems both stand out as being exceptionally well crafted. The addition of damage numbers when an attack occurs over the hit character would really add that last bit of juiciness for the combat. Also, it might be intentional but the lack of full stops at the end of a lot of sentences felt a little strange.
Thanks for the kind words. Everything definitely have some rough edges that we would need to fix, so thank you for the feedback. I didn't realize that I wasn't placing full stops haha, sorry about that, I must have missed it when entering the data into ScriptableObjects. Anyway thanks for coming and trying it!
Loving that artstyle, always a big fan. The game is pretty fun but the UI is a bit scary. Would have love a more integrated tutorial without using ton of UI text box. But for the time of a gamejam its pretty cool. Nice job!
Yeah the tutorial is definitely the weakest link currently. This was the only way I could think that could create a tutorial in 3 hours that minimizes the chance of it breaking, so it ended up just a bunch of walls of text. But still thanks for playing and liking the game!
Cool art style especially the cardboard diorama themed combat. Love how the tutorial is thoroughly explained while casually putting you to fight the big guy immediately haha. There are some bugs for the turn indicator but overall great game! Love to see more updates on the game (ง •_•)ง
When I watched streamers play the game I did see a couple turn indicator bugs, so we will definitely work on fixing that! Glad you liked the game so much, definitely do stay tune for some updates!
great game i liked the art style the music everything so it should be it's own full turn based RPG
it has great potential so keep it up gg :)
Well we do wish that we can make this into a full game, but will definitely take quite some effort! I'm glad that you liked the game so much though. There will definitely be an update to the game, so stay tuned!
I really admire your hard work. The design is very creative, and the story is captivating. I truly hope the game continues to expand in the future.
Thank you so much for your kind words! We do plan to update the game after the jam, so stay tuned if you are interested!
Loved that cardboard cutout vibe, so cool and meshed really nicely with the hand drawn aesthetic. I would love to see a game like this more fleshed out – mostly so I could nerd out about the art!
Ironically I’m pretty bad at these kind of games (considering I made a similar turn based planning autobattler) but I love seeing the different creative ways people make them. I liked in particular how there were multiple methods of “avoidance” some involving stun and some involving avoidance of the AoE. Felt like you had to plan multiple turns in advance which always makes me feel so smart xD
Anyways, really nice job, everything ties together nicely – the music is nice but I think I had to turn it down to about half volume so that I could appreciate the rest of the sound effects. Thanks for giving us sliders to control that, great QoL feature.
Nice game, and impressive work and animation for a short jam!
Thank you so much for playing the game! The original design was a grid tactics game like Into the Breach, but it proved too much for me to make. I'm glad we cut it down to the current mechanics though, happy that you liked it!
Great visual ! kinda hard depending of the rng I suppose ? (One run with the mob completely smash me and the other almost a flawless victory)
But pleasant experience where we want to see more monster obviously and maybe custom pool of skill ! (jam time tho i know)
Yeah, a lot of the difficulty and balancing issue on this one was RNG. I didn't have time to make a proper behavior tree, so I left the attack selection to RNGesus. Thank you so much for playing and leaving feedback though! Much appreciated it.
The cardboard style art is so charming, and the mechanics are actually pretty in depth, especially for a game made in ~4 days! Always like an RPG with unique battle mechanics
Thank you so much for playing the game! The battle mechanics are actually an adaptation of Star Renegades, and that game was so pretty we had to do it justice with the art!
the artwork is so incredible, and i really loved the concept, narrative and also music! It was a little hard to understand but also im kinda stupid and it was a little laggy (macOS 26, Safari) but i would love to see this polished up and put on steam!
Nah you're definitely not! If we had more time I could definitely have explained the systems better. But still thank you for the kind words, putting this on Steam will take a much, much longer journey. But there will be some updates to the game to test the water, so do stay tuned!
It took me awhile to understand the turn system and even when I got it, it was rough. I liked the concept a lot though and the artwork was really cool and unique. Definitely a lot of potential for this game!
My biggest mistake this jam has to be the tutorial and the balancing haha, so I'm glad that people still managed to understand it despite my shortcoming! I think the game's hard because I left a lot of the difficulty to RNG. But still, thanks a lot for playing and liking the game!