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A jam submission

Hungry For LootView game page

Attacked while looking for food, they found the invader's loot tasted great!
Submitted by Dragon's Isle Software, A Wandering Songbird, DIS Kids — 5 days, 15 hours before the deadline
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Hungry For Loot's itch.io page

Results

CriteriaRankScore*Raw Score
Recent Work/Making Progress#43.5365.000
Overall#82.9464.167
Fun#92.8284.000
Onboarding/Intuitiveness#102.4753.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Improvement Summary
This was a pretty big update on the back end again. But this time there is much more player facing. There are many more status effects and they are more fleshed out. New combat and notification logs. Weather effects. Difficulty settings. See the devlog for more.

Devlog
https://dragonsisle.itch.io/hungry-for-loot/devlog/1641347/0200-august-overhaul

Requested Feedback/Comments for Reviewers
Do you like the new status effects? Are there any that stand out? Any you don't like? Any new ones you'd like to see?
How does the combat log feel? Any changes you'd like to see to it?

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Comments

Submitted(+2)

I completed the game in story mode at Hard difficulty.

Been waiting to play this game since for a while now.

I played on my android tablet instead of PC, on the browser to see if the experience was different. It generally ran fine and no real complaints! Could do just about everything intended in the game.

Things I liked

  • I noticed A LOT of major changes. It is clear you have spent a lot of time on this.

  • The weather effects are really nice

  • Each town has much more personality than before.

  • There are sprites doing activities in the background that I really enjoy watching.

  • I also noticed new items (or maybe they were new textures for older items?)

  • Noticed many new cool abilities! I liked Tankos and Helens abilities the best. Putting people to sleep and poisoning them is fun

  • The battlelog is a great addition. I can always now tell what the enemy did. It was a bit difficult to do this before.

  • I really like how details show up on the slimes based on what they did. This is more clear than before somehow.

Things that can be improved

Before I get into this, I would like to say that the game is much more polished now. So I have to get into the nitpicky stuff to actually critique it.

  • I always seem to forget how to get AP back. This is explained well in the help section which can be accessed easily. But i would like a separate button for it like there is for other things.

  • There could be clearer visual indication for AP on the sprite itself maybe? near HP bar? I know its already visible in the upper tab but having it visually update below the HP bar could help.

  • More shades of greens can be used to further differentiate towns

  • The conversations with townspeople happen when we click buttons. It would definitely be more fun if their sprites were next to the buttons. In general I feel like triggering those conversations should be a bit more visual.

  • The music in the final fight with the 900 HP dude does not loop perfectly. There seems to be a clear cu when it starts and begins again. Maybe it could be more seamless with short fades?

Random thoughts

I was thinking how diabolical and scary the slimes actually are, for the humans that is.

Phil, sees an enemy, taken a javelin from the enemies fallen friend, swallows it and spit it back. Crazy. (In a good way)

Since you already have sprites for each of the weapons, maybe the animation could go so…

  • Item gets ingested by a translucent slime
  • Maybe it rotates there as it changes color.
  • Item gets thrown/spit out with a different color based on the ability at the enemy.
  • Enemy takes damage. Would look pretty cool. (And could be doable too. Since we only need two additional animation, swallow and spit. Everything else can be handled by code.)

The hard mode was not too difficult but I definitely had to think more than I usually do and select items carefully so that I could satisfy my hoarding itch of spending less and gaining more items.

I have never talked about this before but the game in general has a very optimistic feel to it. As in something you could get into after a difficult day and feel nice. I really like that.

The questions you asked, I noticed I have already answered in this review in some way or another. If you have any specific questions, feel free to ask me.

DeveloperSubmitted(+1)

Thanks for playing and the, usual, great feedback!

Glad to hear it is doing well on the tablet. We have not done much optimizing, and only basic testing on mobile, so that is good.

We did add some new items, and adjusted some old ones. We had thought about doing the Game Demo Jam, which had a theme item of a candle, so we quickly added one in. It turned out to be a useful early game item for Fire, so we added similar early items for other Affinities.

We will be adding resistances in the future, so Status Effects may not be quite as easy to apply, but glad you are enjoying them. They certainly make combat feel better. 

I agree that it could be hard to tell what happened on an enemy turn before. I've been wanting to add the Combat Log for months, but it was never high enough priority. Now that it is in, I feel like I should have moved it up, as it really does make combat clearer. Also, it is so nice for debug!

We will see about updating the Training Hall to add a dedicated entry for how to gain AP. It is a bit unique for the Slimes.

I'd love to add the AP by the character sprites, but there simply is not enough space. The main reason we added the larger icons to the details boxes at the corners was because there was already too much, and we couldn't even expand the icons. There can be up to 6 characters in a party, and there needs to be enough space between them for the icons to not overlap. I've debated different options for zooming and pulling the characters out of the main map into a battle scene, but I like them fighting where they encounter each other. One limit is the main UI. Another is the road. We try to keep it so they look like they are fighting near the road, rather than lost in the trees. Part of that is because we make sure that area is reasonable to be on and don't have to worry about them being on top or a tree or river. I am continuing to think on this, and we have had cases of enemies appearing behind trees, so something needs to be done for that. But I just can;t see how to cram 9 extra icons, plus the number that goes with it, next to the sprites. No characters currently use all 9, but Mindy has 4, and characters can gain others in the game, or at least, that is the plan. I could, possibly, do like the Status Effects and have a display that cycles through the AP for each Affinity, but even that I'm not sure would fit... unless the cycling also included the HP and it shared that spot. I'll have to think on it, and see how it looks. If we add it, it will certainly be an optional setting, as the flickering might distract people. Maybe it could be independently selected between the HP #s and Bar for where/how to show AP.

Once the character animations are done we do want to get back to adding more to the towns. This update will include more trees, specifically Hazelnut tress near Hazelgate.

My goal for towns is to have you select the location from the menu and have your party move to the location. Ideally eventually setting up art to show the location and be more visual. That is still a ways off. Adding icons to the buttons could be a good upgrade we could do more quickly. I do agree that the towns being largely menus takes away from the experience.

We noticed the music looping when we split the combat to use different tracks, but it got forgotten in the push for other things. I'll try to clean it up before the next release. The tracks are designed to fade into each other, but the tails are really long, so we cut them down, and that one clearly needs to be redone.

We do actually have some animations for the Slimes eating, and the logic to add the item to the combat is already in place. They just haven't been refined yet to where they fit with the flow of the game. The next update will include new animations, including for spit. For battle speed I'm not sure that we will be able to show eating and spitting for each action. For eating a healing item, though, we will likely do so. As we work on animations you can be sure that we will be trying to get the animations to work with showing the item being eaten.

I'm glad that Hard difficulty was decent. I admit that I did not put a lot of effort into the difficulty settings yet. It was picking some numbers that sounded decent and adding basic buffs/debuffs. The initial ones were a bit much, especially for Insane, but a slight tweak made them better. I have other ideas for the future to make it more than just stat changes, but even just the stat changes feels decent if that is all we go with.

I'm glad you like the optimistic feel. We want the party to have that hopefulness. They will get a bit more somber as the story progresses and they have to face the reality of what is happening that they had been shielded from, but we want them to keep the determined optimism, and use that as the reason to keep getting more involved. There will be sequences of doubt and questioning if they are even making any difference, and how could they possibly be doing enough. But overall, we live in a bleak world and need that kind of hope that even little things can make a difference.

Thanks again. Your feedback always gives me new ideas for ways to improve the game!

Submitted(+2)

Really like a lot of the changes you guys are adding. The status effects feel good and add even more strategy to the game, always a plus in a turn based game. The more I play the more I understand the complexity and details of the battle system which is really deep. I played a pretty good distance into another run and enjoyed it. 


In the battle screen when selecting items it would be nice to be able to sort or filter the items in a way so you can tell which items pair with a characters AP gain. I feel this would speed up gameplay while not taking away from the strategy. There are tons of different loot items and quickly being able to find them from that screen would be awesome. Still really good update, I like how the game is shaping up. 

DeveloperSubmitted(+1)

Thanks for playing and the feedback.

Glad you like the changes. We are happy with how the game is shaping up, and it is good to hear others agreeing. And yeah, I may have gone a bit overboard with the complexity of the battle system.

Adding sorting and/or filtering to the combat item select is on my to-do list. The current one doesn't fit, so I need to decide what to keep and what to cut to make it fit.