Sachka, Heal-sitter by Darklim Henwitch

(TW: sexual harassment)
Sachka is a jaded healer during a MMO raid, struggling to keep her teammates alive against the terrible Touteb Ondane. Handle guild drama, keep those lifebars up... and try not to stand in the fire!
- The game is meant to be played with a mouse
- Left click to move/choose between dialogue options
- Keys 1 to 6 to cast spells
The game alternates between gameplay and narration; use the first narrative bit to try out your spells before the fight! Mouseover your spells to understand what they do!
Note that we've got two downloads, the original game and the slightly more polished post-jam one. The post-jam version includes a working restart button and _checkpoints_, play it if you want those features!
Warning: custom icons don't work online (and they provide good feedback :D), the game is best experienced with the Windows build.

Ratings
| Overall | 956th | 3.598⭐ | 84🧑⚖️ |
| Fun | 1385th | 3.241⭐ | 83🧑⚖️ |
| Innovation | 287th | 3.823⭐ | 84🧑⚖️ |
| Theme | 1150th | 3.694⭐ | 82🧑⚖️ |
| Graphics | 1339th | 3.537⭐ | 83🧑⚖️ |
| Audio | 1071th | 3.179⭐ | 80🧑⚖️ |
| Humor | 643th | 3.364⭐ | 79🧑⚖️ |
| Mood | 815th | 3.615⭐ | 80🧑⚖️ |
| Given | 135🗳️ | 167🗨️ |
You propose a very complete and innovative experience. It's very fresh and fun.
Congratulations to the team.
Congrats to all of you guys!
-several of the narrative buttons didn't really accurately reflect the narrative option text when selected
- I liked balancing between healing and the chat. Rather then switching between the boss doing nothing and then dishing out tons of damage, perhaps you could make the boss damage slower but do both narrative and healing at the same time.
- having to follow the text added a lot of pressure and made it really interesting
- I liked having to play the healer, it felt like a good fit for the narrative role.
- the middle section of fighting the boss with no narrative felt really long.
A really interesting look at gamer culture and toxicity. Great start! I hope you keep working on this.
We had a few ideas to balance the narration and action phases a little bit better but they are all kind of complicated to implement. Not sure we'll have the time to fix this issue unfortunately, but we'll try our best !
I was eager to try this game, since I usually am healer in mmo games, so..... I would be pleying a game about my healer life LMAO
I wish you guys would keep working on this project... maybe separate the narrative phases from the fighting ones... like... fghtint, and then some narratives... more fight, and more narratives... and like.. maybe skilling up? Again, this is just some stuff I would love to see if you guys decide to work pot-jam with this game! I would surely play it
Great game, i enjoyed it a lot!
@nvrskipgameday Thanks for the kind feedback ! The game does a poor job of explaining you can mouse over spells, and depending on which game you play usually it can be not obvious at all. We will make sure to not make that mistake again
@neon thanks a lot ! yeah we had a plan for the duration at first and then went completely overboard ^_^
It was a really refreshing and interesting ludum dare entry and definitively worth playing. The gameplay itself served it's purpose and was good enough to stay engaging.
@madbarron Thanks for the feedback ! We'll try to fix that bug if we have time.
I'm just really curious, hahahahah.
1 - Mecânicas, Aprendizado e Fluxo:
O jogo tem forte caráter narrativo, tendo por desafio manter vivo (através de cura e outras interações) um grupo de batalha em uma cena típica de MMORPG.
Além disso, o jogador pode interagir de diferentes formas no bate-papo do grupo de batalha (e ir descobrindo ações tóxicas por parte do chefe da guilda, que joga com personagem feminino, assedia sexualmente (ao menos) uma das integrantes do grupo e tenta tirar vantagem em tudo (pedindo mais loot, pedindo todo o loot, dando desculpas fajutas e até mesmo (segundo relatos) usando bot (no personagem anterior))).
Aprender a interagir com o bate-papo foi extremamente rápido, intuitivo, divertido e interessante.
Tomar as decisões na cena de combate, por outro lado, foi uma experiência que demandou mais prática (o que, infelizmente, demanda rever toda a história anterior, gostaria que tivesse check-point antes de cada cena de combate).
Algumas habilidades simplesmente não funcionavam ao clicar (não sei se é a sensibilidade do meu mouse ou se eu entendi algo errado).
A interface de usuário também não me foi muito amigável, não entendi o que era ter muita vida ou pouca vida (talvez utilizar a barra vermelha escurecendo para mostrar a vida dos personagens seria algo mais visível/compreensível (para mim)).
O jogo tem tantas interações e habilidades, que eu realmente achei um excelente resultado por parte do grupo de programação.
Há muito o que polir (inclusive seria possível melhorar a HUD e os feedbacks sonoros), além de dar maior sinal (quem sabe contagem regressiva) para começar cada rodada de combate.
O scroll vertical do bate-papo parece funcionar ao contrário do comum (não sei se entendi direito).
PS: A inteligência de alguns membros do grupo poderia ser mais clara ou melhorada (mas talvez tenha sido proposital para simular a inteligência humana).
Sobre o fluxo de jogo: achei muito difícil avançar (e a punição muito agravada por cada derrota, coloque check-points por favor, hahahahahah).
2 - Gráficos, Áudio e Narrativa:
Gostei dos gráficos, ainda mais considerando o tempo de game jam. Creio que o tamanho do bate-papo (ou mesmo a moldura dele) possa ser melhorado (quem sabe permitindo um pouco de redimensionamento por parte do jogador), isso em versões pós jam.
A trilha sonora de fundo: achei engraçada, divertida e (brevemente) estranha. Isso porque eu não sei o que o cara estava falando (sensação de estar sendo hipnotizado ou algo do tipo, hahahahah).
Senti falta de mais feedback sonoro do ponto de vista de efeitos sonoros.
Sobre a narrativa: muito interessante (faz a gente refletir sobre o que as pessoas fazem e também sobre o que podemos fazer (nós estando errados, ou nós estando no papel de suporte).
3 - Cultura:
O jogo bebe da fonte dos MMORPG com fortes críticas sociais, creio que seja um dos melhores jogos que eu joguei nesse sentido na LD46.
Com os devidos polimentos, creio que possa ser feita uma campanha em cima disso (entregar esse jogo gratuitamente em algum bundle etc).
4 - Monetização:
Não creio que o foco desse projeto seja monetização, apenas creio que alguma organização não governamental (ONG) poderia angariar fundos para o grupo produtor se manter em tempo pós LD, para entregar uma peça ainda mais polida.
1 - Mechanics, Learning and Flow: The game has a strong narrative character, with the challenge of keeping a battle group alive (through healing and other interactions) in a typical MMORPG scene. In addition, the player can interact in different ways in the battle group chat (and discover toxic actions by the guild boss, who plays with a female character, sexually harasses (at least) one of the group members and tries take advantage of everything (asking for more loot, asking for all the loot, making fake excuses and even (according to reports) using bot (in the previous character))). Learning how to interact with chat was extremely fast, intuitive, fun and interesting. Making decisions on the combat scene, on the other hand, was an experience that demanded more practice (which, unfortunately, requires reviewing all of the previous story, I would like to have a check-point before each combat scene). Some skills just didn't work when clicking (I don't know if it's my mouse's sensitivity or if I got it wrong). The user interface wasn't very friendly to me either, I didn't understand what it was like to have a lot of life or little life (maybe using the red bar darkening to show the characters' lives would be something more visible / understandable (for me)). The game has so many interactions and skills, that I really found an excellent result on the part of the programming group. There is a lot to polish (it would even be possible to improve the HUD and sound feedback), in addition to giving a bigger signal (maybe counting down) to start each round of combat. The vertical scroll of the chat seems to work contrary to the usual (I do not know if I understood correctly). PS: The intelligence of some members of the group could be clearer or improved (but perhaps it was intended to simulate human intelligence). About the game flow: I found it very difficult to move forward (and the punishment is greatly aggravated by each defeat, please place check-points please, hahahahahah).
2 - Graphics, Audio and Narrative: I liked the graphics, especially considering the game jam time. I believe that the size of the chat (or even its frame) can be improved (perhaps allowing a little resizing by the player), this in post jam versions. The background soundtrack: I found it funny, amusing and (briefly) strange. That's because I don't know what the guy was talking about (feeling like he's being hypnotized or something, hahahahah). I missed more sound feedback from the point of view of sound effects. About the narrative: very interesting (makes us reflect on what people do and also on what we can do (us being wrong, or us being in the support role).
3 - Culture: The game draws from the source of MMORPGs with strong social criticism, I believe it is one of the best games that I played in this sense in LD46. With the proper polishing, I believe that a campaign can be made on top of that (deliver this game for free in some bundle, etc.).
4 - Monetization: I do not believe that the focus of this project is monetization, I just believe that some non-governmental organization (NGO) could raise funds for the producer group to stay in post LD time, to deliver an even more polished piece.
- Thank you so much for your feedback ! You clearly spent a lot of time playing our game and writing your comments so thank you <3
- We would love to continue working as a team some day, however with our current situation (most of us are still students) it's going to be complicated to make a more complete version of this game. However, we're working on the polish in the Post Jam version on our free time !
- So sorry about that checkpoint thing... It's actually my fault :sweat_smile: I learned to use Yarn Spinner for this jam and struggled with some errors near the finish line, which prevented me to make checkpoints work in time... I had to spend a day or two to make all that working properly :/
- Thanks again <3
Oh this game is too real :'D No problem whatsoever immersing yourself into the shoes of Sachka as someone who's experienced quite the bit of guild-drama and raid-healing!
What I found somewhat out of balance was the gameplay sequences - they felt very challenging and not really telegraphed all to clearly, but then again, that's just the ordinary experience of an unorganized, multi-tasking dungeon group :D
Great work overall, thank you so much for the efforts you put into this game. They really came through!
/edit: Oooh, what I also really liked was the portrayal of people through simple movement: You have the sturdy, somewhat bored tank and healer, the overambitious little brother DPS who just has a lot of fun with the game and the dickhead elitist dps who doesn't even move most of the time but just loooves to tell people how bad they are. Fantastic little touch that makes such a difference!
The boss itself was quite weak (I don't mean hp-wise, it took proper ages to kill him, I mean attack power) and the healing too easy - it felt like no challenge to keep everybody alive and I could outheal the floor aoes, so no reason to use the push allies skill, really. Wish there were portraits of teammembers to click on for targeted heals - would be more pleasant than searching around on a map.
I was sad to discover that the narrative drama is not really reactive. After Ellefys offered me to stop healing the others, I told him to suck it and stopped healing him instead, see how he likes that :wink: So he died but there was no reaction. Sad.
I was also sad to discover that my character is a sucky healer. I mean, what kind of healer lets the tank die all the time? You always keep the tank alive! :wink:

- I didn't understand what you meant by "god narrative", are you talking about the narrative in general or a specific moment in the narration ? I'm curious about why you find it "out of place" ^^
- About the thing where it doesn't have any impact, indeed this part is used for character building more than anything else. I was the one implementing the dialogues and I had to learn to use YarnSpinner for this project. I kinda struggled implementing some stuff and for that specific part, we just didn't have the time to make it work.
The sound of the old guy talking about Goethe and shit was weird, trippy and kind of calming, lol
(I didn't pay too much attention because I was focused on the game and can't really multitask, if i'm doing something primarily and then listen to something while focusing on the first thing it's kind of like I dreamt about it, if that makes any sense? I'm weird ^^)
Anywaaaay, good job on finishing your game! :)
All in all, a very unique and interesting approach to the theme and good job on subverting my expectations. The game play was not my cup of tea, but I bet other people had fun with it. Keep it up!
Petition for a super-easy mode so other noobs like me can experience the story?
The restart button didn't work for some reason. I clicked it multiple times, nothing happened. I clicked the "quit" option to see if buttons work at all - yeah, that worked, haha. (But since it doesn't revive dead characters, I guess it wouldn't have done much for me anyway? I assume with more characters dead it either becomes impossible or slows down to a crawl?)