Have Mercy by Stefan Jovanovic
Have Mercy is game where killing is not allowed! You control a group of noble warriors trying to get out of the dungeon without killing any goblin(even though goblins are bastards and will try to kill you). Each goblin has a HP range in which it will be immobilized but won't be killed(indicated in parentheses next to HP). Your job is to make enough damage to immobilize goblins. If you kill them, you are screwed and will have to try again.
Controls:
UP AND DOWN ARROW - NAVIGATION
SPACE - CONFIRM

Ratings
| Overall | 115th | 3.914⭐ | 31🧑⚖️ |
| Fun | 268th | 3.621⭐ | 31🧑⚖️ |
| Innovation | 28th | 4.196⭐ | 30🧑⚖️ |
| Theme | 15th | 4.429⭐ | 30🧑⚖️ |
| Graphics | 57th | 4.276⭐ | 31🧑⚖️ |
| Humor | 309th | 3.196⭐ | 30🧑⚖️ |
| Mood | 270th | 3.537⭐ | 29🧑⚖️ |
| Given | 25🗳️ | 36🗨️ |
Great job on this!
I liked the core of this game a lot. It feels like something that could really be built upon into a real game. When I saw that the second level goblin also had a healer I started to feel like there was a good game happening here. I would make the "Character's turn" messages shorter though. I'm too impatient for them haha.
Sound effects could also add a lot to bringing this game to life!
Also a bit out of left field but I could actually see this as a great way to teach match to kids!
A few criticisms. The time spent between turns is too long, and I often wanted to "skip" one of my character's turns. Often I knew exactly what I wanted my next few turns to look like, but getting through all the information boxes to actually execute those moves felt like a chore.
Overall, I enjoyed playing! Nice variety of enemies, great looking art, good soundtrack, and a fun+unique core mechanic. Great work :smile:
@boxedmeatrevolution Thanks for nice words. I wanted to decrease the turn wait in the version 1.1 but forgot to do so :face_palm:. I'll have to write that down this time so I don't forget it. :smile:
Thank you very much, glad you enjoyed playing the game.
There is a small bug where you cannot protect your own guy (defense goes back to 0 in the goblins' turn), though for the levels I played it makes no difference as there were few offensive goblins. Also, I think making the time between turns quicker would help with the slightly slow pacing of the game.
Great job!
As mentioned above, there is a bug where you cannot protect your attacker. Whenever you set its defense to something, because the attacker is the next one in line, whenever he finishes his turn, the defense goes back to 0, so he is always defense-less facing the enemies next turn. :cry:
Really well done :v:
@goutye Thanks for playing the game. Glad you liked it. I saw yesterday that bug and will definitely fix it.

But, I can't see the HP range!!!
I took a moment and realized that the resolution of my monitor might be the problem (on Surface Book 2) I set to 1920 x 1080 and FIXED! Thought you should know.

Then, I started questioning the complexity of the gameplay- but strode forward. It wasn't until the next match that I really started to see the potential of this mechanic.
I wonder if each player had the ability to attack, protect, or heal- how would that change the gameplay loop? It was pretty amazing how you were training me to think ahead. Love the graphics. I feel some variance in the soundtrack could actually benefit this game- Overall, fantastic job. A compo game with this much gameplay and polish is very impressive. Thank you for the game!
edit: After reading through the other comments- I agree with you that this could be a great math teaching tool!!!
Sorry to bother you, but did you by any case forgot to vote because the site still reports 16 votes?
Once again, thank you for playing and glad you enjoyed the game!
It got a bit slow every time my attacker was killed, since it was essentially game over then, and not when the rest of the team died as well. Could also have benefited from a button to skip the text and animations as things felt a bit slow on the later tries and when i was just waiting to be killed.
Loved the UI and the graphics where good. All in all an extremely solid compo game!
But sometimes it feels slow: when you've incapacitated (whoops, almost wrote 'killed' here ^^) all but a shield goblin, and you've calculated that you just need to keep hitting him till his health reaches the right range, so basically three fourths of the characters are useless to you and you're just waiting for SwordPerson's turn. Maybe make the descriptive texts's duration shorter, or allow to skip them? Or just have them not pause the flow of the game. Or (if it doesn't go against what you envision for the game) allow StaffPerson and ShieldPerson to attack too, maybe doing less damage?
Also the goblins always attack SwordPerson (maybe because he has less health?). So I just always protect him, and I know for sure the others are safe, which is less fun. Edit: I just noticed: All my turns go: Heal Sword if hurt, Protect Sword, and then choose who to attack (which is the interesting part, because it changes). And if you protect Sword and then Sword attacks, he loses the protection, making Shield completely useless in those levels where Shield plays before Sword.
Well. Back to trying to beat this level :D
PS: After reading others' comments, I remembered I too thought it would be a good math teaching game.
@jin9310 Thank you very much, means a lot. You pixel art is awesome!

Concept is interesting and could use more meat. I think some random variation would be nice, since they always seem to attack the sword guy. For example, you could add some enrage ability that would highlight the person they would attack next, but also deal double damage the next turn. Maybe they could highlight several characters they would attack (some AoE attack), and player has to choose who to defend. If you implement AoE attack, healer could use a weaker version of healing that heals all player-controlled characters. You can also surprise player with choice slider having different animation dynamics: different speed, tweening with easing in vs easing out vs easing on both ends. Maybe choice zones could be varied slightly for added difficulty.
Also, I think it would be nice to have a story explanation of why player needs them "down" instead of "dead". Maybe, a wizard hired him to get some goblins captive for wicked experiments ;) Could be a simple story text in the beginning, or a small cutscene.
Good job and thank you for different platform builds!
EDIT:
Forgot to mention, that I needed to add executable bit for it to launch on Linux.
Greato Jobu! :smile:
Local Kids Behaviour Expert (aka: my mom)'s opinion was that my neighbours kids are a tad too young right now to try it and that I should wait a couple years (which is why I edited the previous comment, sorry), but a couple parents were actually interested in testing it. It was indeed much too hard for the 5 y.o. I got to test it (I don't have any older kids around), they didn't understand the goal of the game and tried every time to do max heal/damage/protect (but they really liked the red-blue-green bar's mechanic), but the parents said the graphics were very nice, and the dad at times pretty much took the keyboard from the kid to play himself, so I'm guessing he liked it ^^
Also, a fun fact: my ggj20 game was called don't sink, and you had to manage a pirate ship and keep it from breaking down
@god-colo Thanks for plating the game, glad you enjoyed it!
Also that's a nice coincidence. Can you send me a link to your ggj game, I would like to try it.
My pirate ship game is here: https://fal.itch.io/dont-sink . It's multiplayer (up to four, though you can technically test it alone) and you need a controller.
https://www.youtube.com/watch?v=nUmP-nl1pVw