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ApexRogue's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #50 | 3.571 | 3.571 |
| Sound/Music | #71 | 3.429 | 3.429 |
| Overall Fun | #79 | 3.571 | 3.571 |
| Art / Graphics | #129 | 3.286 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Mostly AI Generated
Genre
RPG
JRPG | CRPG | MMO| RPG
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
Sorry for getting this review out to you so late, and thanks for requesting the review and hanging out in chat! I'm very behind in posting these so I'll keep the text portion short. I love the depth and feel of the game. I definitely felt myself just slip into the game and forget about the time completely. There were a few times I found it difficult to identify what type of enemy I was dealing with at a glance, as some of them are very similar looking. Turns passing outside of combat feels odd, and entering combat without the full move speed feels a little arbitrary because of how sudden combat phases start outside of the large boss arenas. Moving in and out of combat does feel rewarding though, and allows the player to feel very clever for doing so.
The VOD for the review is linked below and will be available for 60 days (as a note, the game is specifically muted in the VOD to preemptively prevent any DMCA issues):
https://www.twitch.tv/videos/2887760711?t=1h27m25s
I appreciate you playing the game and providing feedback. Had a good time hanging out on Twitch and seeing how well you tackled the dungeon. I’ll take your suggestions to heart and implement what I can.
Hi Blackforkgames!
Great game you have going here, and I can see that you put a lot of thought into the balance and diversification of the gameplay with the different classes. I can see you have placeholders for even more coming in the future so I won't really talk about what you could potentially do so much as what I liked and didn't like in the existing game.
First off, we spoke about the music and how it could be something more during my stream. We also agreed it's not really the main priority at the moment, but at the same time the overall experience and feeling of the game could benefit from the mood set by the music too. SFX were okay, nothing that hurt the gameplay, and they fit all the movement and notifications. I didn't mention it while I was playing, but the audio for the tension accumulating was pretty useful and maybe could be slightly louder for players to notice when other sounds are going on.
The colors in the game didn't really hinder my gameplay, especially since the enemies, even though they are color-coded, also had names and stats on them. This was enough to help me identify them, so I appreciated that. Even the environment items, such as the poison and the red blocks with the X's on them, were easily visible and identifiable for me.
We spoke already about the tutorial system needing some work, and I'd like to reiterate that I personally feel that if you nail that down, then the game in its current state is pretty solid. I think most of the flaws, strategies, and struggles players might have with your game melt away once they understand what and how to do what they need to. It's kind of like a Sudoku puzzle; once you know what you need to do, then the learning of the techniques to tackle it falls into place and feels great to discover.
Oh and one last item that I'd think to improve is that maybe put a minimum spawning distance from the entrance to each level in a way that doesn't feel too overwhelming at the start of a stage. That was part of what killed me going onto a new floor (aside from my lack of understanding of some mechanics).
Lastly, just a reminder to consider showing block damage with a little shield along with the existing damage dealt as an indicator that would make players aware of the damage they are doing with or without tension even.
I want to take some more time trying out the other classes without rushing, but it's a game I'd like to come back to, as I found it pretty fun. As it is now, I'd probably even consider picking this up when it's more complete. Awesome job, and keep me in mind when you release your new updates!
Thank you for joining the Jam and for having me play your game!
Regards,
- Glim
GlimMusic.com
Hey Glim! I appreciate all your feedback and suggestions. I’ve been working heavily on the character select screen with the gameplay loop examples and it’s coming along. That was a great suggestion! The block indicator was a helpful idea too. I was actually struggling with a way to convey that, and I was massively over-complicating it.
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
I just realized I never replied to your comment here, sorry about that! Thank you for trying it out and giving your feedback. I have scrubbed the last of the ai assets from the game and will be seeking out some help to get better music and sound/visual effects.
I created different difficulty levels based on your feedback playing the Circle and that felt like a huge step in the right direction.
Have a good one!
I know you were there in chat, but just wanted to drop the recording here in case you need to reference anything:
I greatly appreciate it! You did a stellar job dude!
Nice game congratulations :)
Thank you!