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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 — 14 hours, 59 minutes before the deadline
Rated by 8 people so far
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Ai Usage

Human made

Genre

RPG

JRPG | CRPG | MMO| RPG

Rating

For 13+

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Comments

Submitted(+2)

Hi Dragon Isle Software! Noticed a lot of people talking about coming back to play the game so here's a new player's perspective. Just for your records I played through to and completed the battle with the knight with 100 hp.

  • I am not trying to make the point sound harsh, but unless you are explicitly a visual novel please let me play the game and get invested in it before giving me a lot of dialogue to work through. It just encourages players to tune out and unfortunately for us non AAA devs we don't have the clout and trust to get away with early lore dumps.
  • The game throws a LOT of tutorialization at you right away so much so that I genuinely forgot a lot of what it said, is there any way that you could pair it back a little and just introduce concepts through a few early battles? Like one for the ability buttons and then one that introduces Affinity points, then a big battle you aren't expected to win then an introduction to how the town works (which also gives you some of the investment time talked about in the previous point).
  • The idea of spitting items is a fun twist! A really nice way to give a simple ability a lot of depth
  • The button colouration in the shop was a little confusing the default buttons look like they are deactivated given the colour of the rest of the UI (see image below)
  • Not sure if this is a my browser thing (Zen, which is based on firefox) but the game would randomly hitch for a few seconds throughout my playthrough, could not work out any specific reason though but a lot of the time it happened when mousing over an item that would pop up a tooltip
  • Some of the ability UI is confusing the red is Phil's abilities look like the player doesn't have enough resource to use them, and it took me a few battles to even try
  • By the end of my playthrough getting off 1 AoE ability would pretty much wipe out every enemy on the field resulting in my party being able to knock out the entire enemy team before they could do anything, felt great as a player, but from a designer perspective may want to check aoe values a bit!

Feels like you have a good base here and with some UI/UX improvements and some value tweaking you will have a solid game on your hands. Wishing you the best of luck for the rest of development!

Developer (1 edit)

Thank you for playing and the great feedback.

The game was planned to be a story heavy RPG, with a story opening sequence.  For jams and demos it is clearly not working well and the game has started to stray from that vision. We are planning to split the intro out into a prologue, and let those who don't want as much character building to get right into things, starting at, or after, the initial town's Inn. We've gotten mixed feedback on the story. Some tell us there is not enough and they want to have more personality and getting to know the characters, and then those who want to jump right into everything else. Our current state is in the middle and not good for either group. The Lite story mode was meant to give players who want less story that option, though it was done quickly as a cut down version of the main story mode. We need to redo all the story aspects to try to give more draw with fewer words. We will probably try to add more animations and other things to replace some of the text. We are considering dropping the full story mode for a while as we focus on other aspects of the game, and then come back with a revised story mode that better presents things.

We will be reworking the tutorials to show less initially. I've started working on toggleable help popups to replace some of what is currently in the tutorials. You can see the first of them in the Inventory and Traders' Depots, by clicking the question mark at the bottom left. The overall tutorial system is being reviewed for how to best overhaul it to streamline conveying information, and allow players to get more over time.

I can see how the button border does look like a faded version of the panel borders. We will take a look at the coloring and see about updating things to be a bit more clear.

We primarily use Vivaldi (Chromium based). We will do some more testing with Firefox and see if we can replicate the lag you experienced. We did recently add some extra calculations to the tooltips for abilities and items, so some of that could be causing the lag, though I didn't think they were too complex. This is the first we've heard of lag on the tooltips, but they are important and we will look into this.

The ability buttons are color coded based on the type. Red is for attack. Green is healing. Blue is defense and others that don't fit into the other 2. Yellowish is new, and only Mindy has it for now. It used to toggle groups of other buttons that are related (ie. elemental of similar tier). When an ability can't be used it is faded out as if disabled.

We have heard a lot of feedback that the game is far too easy. We are currently playtesting a difficulty update that will be out in the next day or two. We wanted it to be easy for jam players, but now that we have difficulty settings, the Normal level should be more in line with where we want the game to be, and those who want easier can choose it. We really should have updated it when we added the difficulty settings.

Thanks again!

Submitted(+2)

I played the demo to the end and recorded my screen and commentary. Hopefully its useful. 

Developer

Thanks for playing and the feedback. We watched the video and it was helpful. We have taken notes on the key issues and will be reviewing how best to handle them. Several line up with a stream we just watched as well, so doubly stand out as problem areas.

The next version will be increasing the difficulty and trying to make the player need to rely more on learning the combat mechanics. We will also move up the status effects being used by enemies. Multiple can be applied at once, but the icons above the characters only show one at a time, cycling every second. You can see all current effects when you select the character and look at the corner near their name.

We will be updating the Traders' Depot UI to make it more clear how it works, especially around items to be sent being editable until you leave town. We also likely need to make it more clear when you get new quests, as you do gain some after the final fight, but if you are used to only having the one, and missed the small notification, may not be checking the list. In the future there will be more meaning in sending things back over time, rather than saving them up, but for now, you are correct that you do not benefit from sending things before you can complete the quest.

We also plan to do a complete overhaul of the story in the future. We have struggled to find a good balance of writing out the story and keeping the dialogue short enough for the pace of the game. A new approach is needed. We plan to work on refining the gameplay further first, and then starting fresh with how to shape the interactions to better express the personalities of the characters without having too much text.

Submitted(+2)

I completed the latest version of this game.

Since I have mostly commented on gameplay and all so far and you mostly know my thoughts on it, today I will be nitpicky about the UI and some other elements of it.

(I will mostly be nitpicky because I really want to see this game succeed.)

New animations

I really like the bouncy effects for the new slimes walking animation.

There is definitely a lot of work put into the visual of this game recently and it shows! All of this is quite nice.

Slimes

I think you might have to add some more personality to the slime sprites over the color changes they have. I know the dialogue distinguished them beyond the colors but we might have to go one step further. Maybe some item they have on them that they don’t consume? Like a hat or a bow.

Maybe this goes against the rules set up for the universe but something to consider.

UI

There is a blue box on the top right. This does not do anything. I am confused as to why this is the case. It should definitely be hidden while any info is not presented.

The name of the character has too much white space around it and the AP info is all stacked in the right of the panel. The AP info can easily be spread out making better use of the white space around the name.

I do not like the colors of the combat log. (This could come down to preference)

And that brings me to a new point. There seems to be something about the UI that does not go with the rest of the art style in the game. Art is all pixel while the UI boxes are sharp and rounded with vectors. They also have no textures, this creates a disconnect.

Maybe we can have some pixel themes UI boxes? With color schemes more matched with the world around?

I think this could greatly work towards making the game look very polished!

I liked the abilities and how similar ones are bunched up into buttons. I also like the animation of opening and closing these abilities.

Towns

The towns seems large now and populated. Maybe when we select a location within the town like “pub” we could se an animation of slime travelling to a new house within the town? This could also allow you to show the NPCs that can be interacted with. Clicking on them could allow the dialogue boxes to open up. This small change could make it feel more like an explorable town which is a reward for fighting all the enemies.

Since we already have the sprites for it and animations, It would just be bringing them to the overworld.

I thought a bit more about this and I have noticed a reason why I always have feedback for towns.

In games like Pokemon, where unlocking new towns is a dopamine hit is because you can explore the, and there’s that feel of having been rewarded.

While we have all the components here that CAN actually allow this we don’t feel rewarded enough. This is probably because we can’t really interact with the town in any way beyond the dialogue boxes. So they end up feeling like rest stops instead of genuine rewards.

What pokemon also does brilliantly is that talking to NPCs gives random items sometimes. I have not received a random item from talking to nay NPC yet. This creates a feeling of “exploring” the town and interacting with it such that it feels rewarding.

Maybe this can be added? Especially in a game this item focused it would be a good addition. Like, “There are armored folks ahead. I got this armor from fighting one of them. take it I have no need for it.”

Essentially I am looking to make towns feel like rewards rather than rest stops.

Random collection of berries

In the last two patches this has been removed. I never had any strong feelings (positive or negative) about it and I don’t miss it now that its gone either. I almost forgot that it was a thing in the older patches. Was there a specific reason to remove it?

Dragon and final fight

I have probably mentioned this before but I really like the dragon poking out from behind the rock! Its trying to hide but can’t really which makes it look cute.

The final fight in normal mode is only made lengthened by that one dude with extremely high HP. Apart from that it is easy to clear the small fry.

It is quite fun to spam strong attacks back to back. Tanko also really shines here by ignoring most damage done to him and the party mostly reaches the other side unscatched.

New update

Overall, a pretty solid update and I see the amount of work that has gone in. This always surprises me.

I do hope my nitpicks have helped you identified potential areas that can be worked upon!

Developer (1 edit) (+1)

Thanks for playing and the great feedback.

We have discussed giving the Slimes additional accessories/art to make them more distinct. Since items are such a key past of the game, we are trying to work out how best to do so without it feeling out of place. One of the ideas is a pendant given by parents, potentially as a Key Item that may have special attributes, but is personal and not transferable equipment. Of course, if we do that, then that opens up why can't others equip a pendant, and if we allow changing equipment, then the character with this item is limited to it and not swapping it based on player control. We have long planned to allow them some equipment, namely a helmet that serves as body armor for them. Some accessory ideas have been tossed around, mainly stones that can go into special pouches on upgraded belts, and will act like rings, including a limit of 2, with one per side. We really like the Slime characters, but for art they have some significant limits, especially with the limits of pixel art sizes. Everything we've come up with for distinguishing them brings up new gameplay questions/features. We could maybe try adding birthmarks or similar, but doing so in a way that is clear, and without a lot of extra art work, is tough. I think our best option is going to be adding some starting equipment that can be swapped out, even if the swapping is meant to be done much later.

That blue area at the top right shows the name of the current ability being used. For a long time that was the only way to learn the names of the enemy abilities and know what was happening on their turn. With the recent addition of the Combat Log, I have been looking at the area and thinking on how to better use the space. If people close/disable the Combat Log it could still be useful, but I've not really liked it for a while. I know it needs to change, but it also works well enough and does provide some useful info for those who want to know the names of the abilities. As I'm typing this, I'm thinking that maybe moving the text currently displayed there to use the floating text system we use with HP/AP, but making it start at the character's feet and go down. We want to make sure it does not cover up the animations and detract/distract from the new art. I feel like showing it when the text is added would be too eye catching. I'm also acknowledging that the white text on light blue doesn't work well, and it at a minimum needs color changing... Well, we've known for a while that the original blue wasn't great and doesn't fit with the changes to the rest of the UI, but it also was meant to be its own thing that stood out. I may go with the same coloring as the Combat Log. It can probably also shrink down to just big enough for the height of the text, and grow when there are 2 lines to show. The brown may also work better for hiding it normally, and only showing when it has text, without being as eye catching, though we'll see. It may need to become a Setting.

The combat character details have a lot of white space early on because their is not as much to show. The boxes are actually full, but only when there are more Affinities in play. The positive ones go to the top left, while the negative go to the top right. Bottom center are the Affinities for which the enemy has armor. It is meant to give a quick indication of Affinities related to the enemy for making choices on which to use against them. Most of our current enemies only have a small number of positive, and most characters are low on Death, plus there is only limited armor to start, so I can see it feeling oversized at the start of the game. I'll need to think on options to convey the quick details, without so much empty space. When we added the Status Effect icon to that area, the original plan was to put them, and the other target/ability used icons, inside the box as well, but it really felt too big and bloated. Maybe the box needs to go away or be reduced to just the name, with the other icons being outside of it. We still need an easy to understand at a glance way to distinguish positive and negative Affinities, as well as armor. Though, we e planning to make some changes to that so you have to learn the info from fighting them, but once learned it is convenient to know. Of course, in most games you don't really have that info in your face. We do have the full Character Details screen which is accessible from combat, so maybe it is time to get rid of those details from the main combat screen. I suppose that it really is a leftover from the original design that was meant to be quick and simple, without going into menus for details. If you want to know about a certain character you learn form facing them, or go to the Bestiary.


I agree with you on the lack of texture for the UI. I was starting to look at options for the Combat Log when I added it, but the artists were busy with the animations, and I did not like what I had done. I do like the simplicity of using the Style Box borders, but with the pixel art style of the game overall, they should get updated to also feel more in line with that. I'll admit, UI is not something I enjoy doing, so I've generally made it look good enough for conveying info, and then moved on.

Glad you like the new grouping. I've been thinking on how I wanted to do that for a while. I debated a popup menu with the abilities, a popup covering all the existing ones, scrolling (either horizontal or vertical) through pages of them, and doing a similar vertical expanding. For now this feels like it works the best of the ideas I had. Originally I was planning a smoother transition, instead of the slightly jumpy one button at a time shows/hides, but with the UI this was the much simpler one to implement, and it felt like it worked well enough. As we add more abilities up through the planned max level, this or similar will be needed so they all can fit. One other idea we had was setting a max limit on how many abilities can be active, and the player has to select which to enable for combat. We may still add some player customization options at some point, though prefer not to limit the player currently.

Moving around towns has been planned for a while, and the toggle for it is already in the town UI, just hidden. We need to add some new systems for movement to implement it, as out movement/pathfinding is currently all based on moving along the main path in a mostly straight line. The full story intro is mostly using Tweens for the early movement, instead of the navigation system. The menus can work, but have never been a favorite of mine. They are just a lot easier to add than the other systems we'd prefer. To start we will likely stick with the menus, but your move between locations. Later we will try to liven up each location with art for the location. The pubs especially could use a nice pub scene where you can select each character to interact with them.

I can agree that the towns need to grow, and with combat feeling better, maybe it is time to put more focus there. One option we've debated is offering classic JRPG free roam controls while in towns. This would feel so much nicer. But, it does change things from the feel of the rest of the game. There is an entirely new control and collision system to deal with and maintain. Players also have to transition to using different controls, and there will be some who don't like that. We could offer a setting for which mode to use, but then will have to maintain both and keep them in sync. I do have ideas for this, and I feel like it is probably where we will end up. It does also offer the advantage of not having to wrestle with the navigation system and setting up the towns to play nicely with pathfinding. We already know how to handle that kind of character movement, though would need to add the logic for having your party follow the leader. For mobile we'd need to add the On-Screen Controls, or we do click to move, but that then brings back pathfinding, and even more complex as it could be anywhere, rather than the preset locations. This would be an example of where we would want to have the fallback to menus, or maybe using the menus to select locations, but if we are doing free roam, then we would want to have your classic RPG hidden things to find... so, yeah, we have thought a lot on the towns, and the main delay for them is the can of worms it would be opening as we feature creep our way through them. They do need to improve. For the game they don't really fit, but they will also be a huge project to do well, in part because we try to support so many inputs. The game itself is not CPU/GPU heavy, so keeping it able to work on mobile will open up one more option for where to sell, especially with so many people these days living on their phones.

Now that you mention it, I don't think we have anyone giving items in towns, other than in the scripted event for the Traders' Token. You get the 1 quest, but that is all. We have an interaction system in place that can handle giving items, quests, and much more. We kind of switched away from story to focus so much on refining the combat and other gameplay, that we haven't really gone back to rework towns and the interactions there in a while. We will need to think on these things. I'm not sure it will be the next big update, as I'd really like to finish some of those other changes I've been trying to get to, but it should be revisited soonish.

The berry bushes were the only random event we had. When I updated the way the world was setup the random events were removed mainly so we didn't have to test them at the time. They felt so minimal with just the bushes that it wasn't worth the effort. We really need to add more random events so they feel more a part of the game. I think I have some to-do items for them to refine things first to better fit with the new system, but once done they should be easier to implement. The old system was finicky, which is largely why we never added more. Hopefully the changes will make them work better, so we can implement them in a reasonable amount of time.

The current demo end fight really was just meant to give a battle where you could see late game combat. The Demo Dragon event was our best idea for how to level up the party to make it work. In the future we are thinking about doing a time warp for the demo. You play through a bit of the opening, and then jump a few levels, play a level or 2 and then jump again. We are thinking 3 sections, and ideally ending on a cliffhanger. There is a major event around the mid-point of the game that we'd like to get to implementing, but the game just has not been ready for it. I think that ending the demo at the start of it would be a good way to draw interest for those who enjoy story... of course, right now we are more focusing on the non-story bits, so don't want to entice people with that, and then not touch the story for months. We still may head towards it, possibly having you enter the location, with just the hints of what is to come, and maybe ending before the big fight.

Thanks again for your great feedback! This has given me a lot to think on. We still have a lot to do, and every so often it is important to step back and look at the big picture to see if to much focus has gone in one direction to the detriment of other aspects. I am currently trying to clean up some of our outstanding UI tickets, so I will look into those aspects first, as they should also be the quicker and easier ones to deal with. Then we can think on which big thing should be next. I do think the roguelite variation's shop is still going to be the next big thing, as much of the ground work for it is done, and the regular game is going to need a lot more work now to be finished the way we want it to be.

Submitted (1 edit) (+2)

Everything we’ve come up with for distinguishing them brings up new gameplay questions/features.

I think you will be able to find some middle ground eventually where you don’t have to add new features and the artists don’t have to do too much heavy lifting.

I feel like simple things like bows or feathers can work.

I’ll admit, UI is not something I enjoy doing, so I’ve generally made it look good enough for conveying info, and then moved on.

The thing with UI is, it is really difficult to do while you are coding the game in. It needs to be done separately. (At least this is true for me and most other devs I have met)

UI takes a completely different part of our brains than coding. I recommend spending some time with the artists and JUST designing the UI and elements of it on a software like Figma or illustrator. This would make the dev experience 5x more pleasurable when you get down to coding it in, because you’ll have a firm vision.

This advice comes from my web dev experience where we have a strict rule of no dev before design. (That rule does not fully apply to games but the reason for the rule still exists. Taking UI decision while deving is notoriously difficult and often doesn’t give good results. )

Towns

I dont think we really require full free movement in the town.

If you CAN implement free movement that would be the best way of course but could also add scope creep.

This could be a potential flow that I can think of , that does not add too much dev time and pretty much no new art for artists ->

NPC in overworld > click on NPC > slimes tween towards NPC > dialogue opens up > finish dialogue click on next NPC> and so on,

Fixed paths , no pathfinding.

Just a suggestion. At the end you will be the best judge of what you want for the game.

Submitted(+2)

Feel like the updates you guys have made improved the game a lot. Animations added a lot of like and energy, speed being faster helped with pacing and the combat log was also a nice touch. Another really good update, great job!

Developer(+1)

Thanks for playing and the feedback!

Submitted(+2)

Hi DIS,

Looking at your recent devlog, I'll be commenting mainly on animations. But overall it's a good update.

The use of slime hopping animation is somewhat Cute. It just seems a little uncanny since they jump in unison. Perhaps adding some variations in timing would break it.

I see there are now also split-second animations while doing attacks/heals. I will assume that they're all still placeholders as they're only doing spit animations regardless of what item being used for the actions. Just a thought here... if all the actions will eventually share the same spit animation, maybe the item choosing can all be removed? Or be heavily simplified to only how much items you want to consume for the ability? (such as consuming more creating better effects and vice-versa). Although the changes over the months since I followed the game has shown better progress in the inventory area. The overwhelming options to choose when performing abilities has always been a lingering pain point for me. It also doesn't help when all the items don't their own distinct animation (yet? I hope). When playing RPG, seeing new abilities and their animations is one of the exciting part. If all the abilities are the same, having tons of options just doesn't serve any purpose for me.

The rain/dust effects on the overworld is such a nice eye-candy! Maybe show some dandelion floating around when I dandelionrow would be fitting! Just a bit nitpicky from me... When the screen goes dark when you stay at the inn, the effect doesn't go away. I would expect the effect to be going away since your characters are indoors. 

On the AP display above... I think players can understand and will eventually pick up that using a basic ability will increase certain AP; and it cost AP to use higher-level abilities. It would be nice if there's a small animation/effect that shows that info when performing the ability. Like when you use a basic slash, a small slash AP+ effect shows up; when you use a multi-slash attack, slash AP- effect shows up. It can be any kind of visual effect just to show it, like a charge or discharge effect will do the job too.

I was playing on easy mode and it's nice to be able to not stressout too much on battles and just enjoy the story. 

Developer

Thanks for playing and the feedback.

There is a random delay to the Slime animations, but I may need to increase it, or give a hard set variation.

We do plan to add more animations. We have many planned, though time and skill will decide what makes it in. This was just the first batch and updating the system to support the multiple animations.

While we are adding more animations, our game is not trying to sell itself on the art. We know our art is not good enough to try selling a game just on the art, even if we wanted to. We are not planning to add custom animations for every ability with every item. We plan to have a number of basic attack/ability type animations designed for item types for humanoid characters. Some Slime animations will show the item being eaten by the Slime. The Slimes' abilities are largely spit based, so that will be the main animation for them, with some variations. There are others, such as Slime Strike that will be non-spit based.

We plan to do enough art to give the game some life, but the gameplay is far more of our focus. Art, especially animations, take a long time for us, and we have to divide our time up to work on all aspects of the game. The items being used for abilities is one of the things that makes our game distinct and is something we plan to keep in the core game. Some game variations/modes may add characters other than the Slimes who will not be consuming items for their abilities, but the Slimes that eat items are the core characters of the story, and the use of the items is a key element of the system we are developing. If the flash and graphics are your main draw for a game, then our game may not be the best for you. We have always put art as a part of the game but something that needs to add to a good game. Art for art's sake can be fine, but we've never been fans of the games that put their entire budget into fancy graphics and ignore the gameplay or story. The abilities are going to be designed around the characters, and the art will be what we are capable of doing in a reasonable amount of time to match that feel. The variety of items is meant to add to the game by giving players more to choose from that can adjust the power of the ability. Eventually the items may be able to add status effects of their own as well. The focus for us really is on the strategy and decision making of the combat, and the animations are to convey information, even if only that the character acted.

As we have time to work on them, we are adding more town specific assets, such as the Hazelnut trees at Hazegate. The weather effects will grow, and may even start to have effects on combat. I'll need to check on the weather effects at the inn fade, they should have faded then with the darkness, but maybe I need them to fade faster than the darkness or otherwise show something for being inside. We will think on it.

We plan to add some AP change indicators. We just haven't come up with anything we liked yet due to the many Affinities and trying to make them clear enough for something that is only shown for a short time.

Submitted(+1)

Combat changes feel fresh.

Combat Log is a part of UI. It works.

Don't understand how to use the trader's UI. How to buy/sell items, how to organize my inventory. 

Is there any "gold" to spend at the Inn or something?

What is the "Lite Story"?