SMT V final Boss leak by sadsmile
We decided to create a JRPG Boss fight - a leak of the final Boss of "Shin Megoomi Tensei Virtuality", where your only damage dealer will not listen to any commands! Keep him alive to deal as much damage to the boss as possible!
Since the final boss of any SMT is some form divine being and you did not go through the 90h grind fest yet, this fight is going to be impossible to win. Instead just focus on dealing as much damage as you can before your damage dealer dies and comment your total damage down below! At least Walter is not in your party ... or is he?
Things to explain: - On a characters turn, they get a random selection of 5 Skills out of their specific pool of actions to choose from. - As shown by the red numbers, Actions generate a Threat Level, the Boss will prioritize the character with the highest threat value. - The white numbers above the red ones describe the turn order, but while speed is implemented, speed manipulation skills are not, therefore the order will not change for now. - We did not enough balancing, maybe there is a ways to survive infinitely? - There is no quit button anyways, so welcome to SAO
CONTROLS:
just click stuff, no hotkeys or anything else exist
Music made during the Jam by our good friend Gabriel Thäter who was too lazy to create an ldjam account:
https://www.youtube.com/channel/UCntrJnsnV5kDcgqKPZjf2DA
Edit: Please play one of the WebGL Versions. The Windows version is an early build and contains some more bugs.
Ratings
| Overall | 2033th | 3.107⭐ | 63🧑⚖️ |
| Fun | 2312th | 2.639⭐ | 63🧑⚖️ |
| Innovation | 1880th | 2.943⭐ | 63🧑⚖️ |
| Theme | 2198th | 3.025⭐ | 62🧑⚖️ |
| Graphics | 1119th | 3.705⭐ | 63🧑⚖️ |
| Audio | 1127th | 3.136⭐ | 61🧑⚖️ |
| Mood | 1546th | 3.202⭐ | 64🧑⚖️ |
| Given | 69🗳️ | 81🗨️ |
One downside is the music doesn't seem to work, but that could be a problem on my end
Strenghts :
- Freaking awesome soundtrack !
- Great try at replicating the UI
- Fun turn based mechanics
Possible improvements :
- The lighting is a bit off and makes it difficult to see everything
- Despite your best efforts, some parts of the UI are a bit wonky
All in all, great work ! I really like that idea of doing what the hell you want to do, and it paid off in your case.
I'd like to see this again later with attack animations and FXs (who said FF invocations ?!^^)
The core mechanics are there, now it needs the fluff to look awesome.
I really appreciate the attention toward vfx and camera angles !
I did really like the UI, the camera and graphics! It all was very smooth. I was kind of hoping for some final animation upon being defeated. Great work.
trying the game a few times, my tank also never came close to dying ^^
It was a bit confusing why there were so many of the same options. I played for a bit but had no idea if I was making any progress at all.
I think I won. When is Person 5 Royal for the Switch going to come out?
;_;
The gameplay is pretty straightforward for an RPG. You've got lots of buffs, debuffs, single target heals, aoe heals, etc. It's cool that all of these seem to be pretty fully implemented, functional, and even have particle effects. But in a game jam, I honestly like to see games try to be a bit more experimental. Give me some weird surprising twist, rather than playing it safe with such familiar game mechanics. I don't mind that the battle is incomplete. I never manage to finish big JRPGs anyways lol.
I was hoping that the game would be more creative in the use of the theme. Most RPGs are about keeping your characters alive. It might be more interesting if you had to keep the boss alive, and try to sabotage your damage-dealing character?
I really digged the visual style and with dynamic camera angles and so, very Personaish. Wasn't quite perfect though. Took me quite a while to understand which character was which. The color coding of them didn't really click to me for quite some while and at that point I had already learned their positions and order of actions. Could add the same colors to character "names" in the intro text too. And then obviously somehow indicate the active character on the sidebar thingy. Maybe something like a pointing arrow, other sections being more dimmed or pulsating the active section. And same goes for when selecting a target for your spell.
And speaking of spells, the would have needed some descriptions. No need to spoon feed everything but some hint on them would have been nice. Quite a few were obvious from the name but others could have used some info on. And having duplicates on the selection menu was quite pointless. The numbers and bars were confusing too. Still no idea what those different numbers meant. The bar seemed to be the health but why on earth did the tank have two bars?
The action effects seemed a bit lackluster. They also could get a nice dynamic camera angles on the target and a spicier effects. The tank ones were the best since he always targeted himself but that too could have been nicer with a change of camera angle after selection. This thing made the so called hero seem weak as hell since his swing just did this tiny effect and a weak little ding sound. That should have been the flashiest effect with the mightiest sound too. Also with some spicy screen shake to hammer in that he is doing some god damn damage! And the same goes for the baddie too. His actions had these almighty names but lacked the feedback to also make them feel powerful.
Arcanist and support seemed to have some problems that they slowly kept rising higher and higher every turn.

And tank might be actually sinking too...

I'm currently at 2000 damage done and it's getting quite repetitive. Might as well try a bit further. Even if there is an end it's a bit too far in my opinion. Or something different at least should happen to break up the repetitiveness. Maybe the boss could summon some minions! Sill have no idea what difference boost and manyfold have or even if either of them does anything really. Also not quite sure whether I should use strengthen on tank or hero. Well, I'm guessing that hero since with boost and strengthen he did 120 damage.
At least didn't notice any difference on the healing amount when boosting or manyfolding the support. That would have added a nice bit of versatility. The tank was also very boring, just taunting seemed like the best thing to do.
Ok, now at over 4k damage and nothing has changed at all. Expect arcanist and support soon escaping from the atmosphere and tank and hero being waist deep in the ground.

And here is where I quit. Seeing your comment that there is no end and it seems like you can pretty much go on forever unless you're getting hella unlucky with god's wrath spam.
Anyways, very good job! :thumbsup:
As for the flying Arcanist, Support and the sinking Tank: I think i forgot to disable the "apply root motion" option in Unity... Misakes were made. But again, thank you so much for that awsome comment!
- tank second bar is his armor, works similar to slay the spire
- boost should work on mulitple things like aggro generated by taunt, heal amount etc, but i guess thats just in theory ^^
- manyfold should make some single target spells partywide, but i think in the end we just enabled it for first aid and maybe boost
too many ideas and too little time; just shows that we still have to work on our work speed estimation ^^ A few of the UI improvements shouldn't be too hard to implement, I'll remember those for the next jam. Thank you for giving such detailed feedback :heart:
Oh which reminds me about something I forgot to mention. The name "first aid" makes it seem like a weak ass move even though it was the more powerful heal really. Especially if you can manyfold it and make it the most OP spell in the game.
I had no issues with threat management even though I didn't even know the red number was representing that. Every time the baddie did his single target spell, it hit the tank. Maybe because I was constantly spamming taunt. I (kinda correctly) assumed that his second bar was additional health which filled with his other ability and didn't feel like I needed that ever since his hp pool was good enough for the support to, umm, support.
And yeah, balancing stuff is hard! Well not hard really but time consuming and needs lots of testing and tinkering. Time management is also very hard but of course gets easier with more experience. And that's exactly why game jams are so awesome. Even if one would completely fail at making a game, they'd still learn a lot.