Unstable Heroes by Apples_mmmmmmmm

[raw]
made by Apples_mmmmmmmm for Ludum Dare 49 (COMPO)

A turn based rpg in which the members of the party need to remember their role to better get through the challenges ahead.

Tools:

-Unity

-Inkscape

-Visual Studio 2019 Community

-beepbox.co

Note: In case anyone is worried the upper right section isn't rendering correctly, it is intentionally blank currently as there was no time to fill it with the proper content.

Ratings

Overall 507th 2.823⭐ 33🧑‍⚖️
Fun 419th 2.952⭐ 33🧑‍⚖️
Innovation 477th 2.71⭐ 33🧑‍⚖️
Theme 499th 2.645⭐ 33🧑‍⚖️
Graphics 539th 1.597⭐ 33🧑‍⚖️
Audio 396th 2.516⭐ 33🧑‍⚖️
Mood 414th 2.767⭐ 32🧑‍⚖️
Given 25🗳️ 38🗨️

Feedback

Comfy
04. Oct 2021 · 06:14 UTC
I really enjoyed the turnbased almost Darkest Dungeon gameplay. It felt complete and intuitive. The graphics are minimal, which is not necessarily a bad thing. The game is fun for 5 minutes which is basically perfect for gamejams so props for that.

Great job overall <3
🎤 Apples_mmmmmmmm
04. Oct 2021 · 17:05 UTC
@comfy Thanks for playing, and giving feedback!
Lakea
04. Oct 2021 · 18:09 UTC
A fun little game, graphics are a bit lacking, but enjoyable for a few mins
huntthewumpus
04. Oct 2021 · 18:21 UTC
Neat little RPG, where my party died at the first challenging fight (like always...) The music was neat and fits the theme.

Some explanation of the game mechanics (what is threat? what are stable/unstable actions) might have been helpful.
🎤 Apples_mmmmmmmm
04. Oct 2021 · 22:34 UTC
@huntthewumpus Thanks for playing and giving feedback! Definitely agree with the explanation side of things, wanted to add tooltips, etc. just didn't manage to get all I wanted done in time.
Charles Viau
06. Oct 2021 · 22:50 UTC
Really liked the turnbased idea, but I didn't get the theme, maybee i didn't play enough? i did three fight than quit because of the lack of action, graphics would have helped. For the music i got that you were alone, but man this music is allienating. In my opinion it didnt fit the game thematics of fantasy world and there were no sound effects on action either. Well, those comments may sound harsh, but if I had to make a game alone in 2 days, i would probably have acheive the same as you did as I just started programming a few mouths ago. And i judge more of the sound aspect cause i'm a sound designer... Well if you have had graphics and more interesting sound design i think it would have propel your game a level higher i would probably have played it a longer time. That being said, thanks for your entry!
LDJam user 258863
07. Oct 2021 · 06:18 UTC
Only gripe was what stable/unstable actions would work was a little too obvious! I almost wish they didn't have names that made it obvious! Obviously the cleric would get healing circle and the warrior would get defensive stance. But if there was a bit of mystery/gambling involved it might have been even cooler.
🎤 Apples_mmmmmmmm
07. Oct 2021 · 19:56 UTC
@charles-viau Thanks for playing and giving feedback!
🎤 Apples_mmmmmmmm
07. Oct 2021 · 19:58 UTC
@ericbomb Thanks for playing and giving feedback. More mysterious actions would definitely be interesting to try out especially as the number of skills increases.
dob
07. Oct 2021 · 20:24 UTC
Lost the rogue, but I defeated the ogre eventually. I got one spell stabilized, but I couldn't really see the strategic advantage of doing others. Fun retro feel, though. I accidentally had my warrior attack the rogue as my first action, so maybe preventing stupid options would be good. Or I could just not be stupid.

I played through again and understood the stabilization a little better - got four powers stabilized, and used the Rogue's sneak attack successfully.
terryg
07. Oct 2021 · 20:28 UTC
The game was fun. I wished that I could see the whole turn order at once because it also showed the health and I wish that there was some way to tell which enemy I was targeting because if there is more then one enemy with the same name it is hard to tell.
🎤 Apples_mmmmmmmm
07. Oct 2021 · 20:29 UTC
@dob Thanks for playing and the feedback! Being able to target any character is intentional, but would make a lot more sense down the line when there are actions that actually warrant doing so. Probably would've made more sense to restrict it for the jam.
Denatus
07. Oct 2021 · 20:38 UTC
I wish that the different sides was better separated. Was confusing to see the cards at the bottom switch places.

Decent game but too easy. If all roles just use attack you win.
🎤 Apples_mmmmmmmm
07. Oct 2021 · 20:45 UTC
@denatus Thanks for playing and the feedback!
🎤 Apples_mmmmmmmm
07. Oct 2021 · 20:45 UTC
@terryg Thanks for playing and the feedback!
caudatecoder
08. Oct 2021 · 15:10 UTC
I absolutely love this concept! It's so cool and well executed. Good job on prioritizing making it fun to play over visual part of the game. I absolutely enjoyed it! Even though 2 out of 3 characters died in the end...

This really have potential of becoming a small game (or a funny part of a big one)!

I recorded my playthrough of your game. If you would like to see how a first-time player interacts with your game -- check it out: https://youtu.be/cXpAExWjwSw
Your game starts at 16:16
🎤 Apples_mmmmmmmm
08. Oct 2021 · 19:51 UTC
@caudatecoder Thanks for playing and the VoD of your play-through! From watching it's clear there are some bugs that need to be sorted out haha.
guimoliveira
09. Oct 2021 · 15:04 UTC
I killed all the heroes. :anguished: :sweat_smile:
Nice game!
Viba
11. Oct 2021 · 07:15 UTC
Turn based RPG with an unstable element. Neat idea!
BoxedMeatRevolution
11. Oct 2021 · 07:31 UTC
I liked that atmosphere that you created with the writing, visual choices, and background music; I got some Paper Sorcerer vibes. I beat the game on my first play through by just stabilizing everyone's abilities and treating it like any other turn-based RPG. Your ability-sharing mechanic was unique and I feel like it definitely has potential. As it is right now, it feels a bit superfluous. To have the mechanic play a bigger role, did you consider enemy designs that required a certain set of skills to be left unstable in order to beat? Although considering this is a compo entry you were probably fairly tight on time aha :sweat_smile:
xpoho
11. Oct 2021 · 07:45 UTC
Я смог стабилизировать моих героев и победить огра. Ура!
leggy
11. Oct 2021 · 08:52 UTC
That was a nice concept. rpg old style are eternal.
What was not good:
-graphic (lacking)
-audio was a bit toom muc repetitive
But despite those, game was enjoyable!
Tygrak
11. Oct 2021 · 14:38 UTC
I love a turn based rpg. It is cool that you can target anything you want. The rogue was really strong! It was quite short, but nicely made. Good job!
Vitor Milioni
11. Oct 2021 · 20:28 UTC
I like the concept, loved the idea of a turn based rpg that some actions are just getting randomized every turn so you have to make do with what you have, but then you can stabilize them. Just wanted to know if there's a clearer way to stabilize them or if it's just randomly. Also in the description i think you should mention the lack of graphics, it's not a big downside seeing as the game works perfectly fine, but it's just because i remember trying to play this some days ago and thinking it was a bug or my browser wasn't rendering it, then today i saw a comment mentioning it and tried to play even without the graphics and had a really good time! Congratulation on the entry man, wishing you the best!
🎤 Apples_mmmmmmmm
11. Oct 2021 · 23:07 UTC
@vitor-milioni Good point about the lack of graphics. I didn't consider people might think that a portion wasn't rendering correctly rather than it just being currently unused space. The actions are stabilized if the correct class uses them successfully, so the healing ones go to cleric, hide and sneak attack (only one that can fail to trigger currently) go to rouge, and the remaining go the warrior. Thanks for playing and the feedback!
🎤 Apples_mmmmmmmm
11. Oct 2021 · 23:12 UTC
@boxedmeatrevolution Thanks for playing and the feedback! I didn't really consider leaving unstable skills on purpose, mostly considered making it less obvious which skills could be stabilized by who, as well as adding some additional constraint(s) on how they became stabilized but didn't have time to explore those avenues really and I wanted the idea to at least be fairly clear so as you said it is currently a bit superfluous.
🎤 Apples_mmmmmmmm
11. Oct 2021 · 23:13 UTC
@leggy @tygrak @guimoliveira @viba Thanks for playing!
@xpoho Поздравляю! Спасибо за игру.
Taft Punk
13. Oct 2021 · 14:11 UTC
This is a pretty interesting take on the theme. I was amused at the implication that they've forgotten so much that they might use Attack on their teammates. I would have liked it if the enemies were numbered when there was more than one of a type, so you could tell which one you were hitting. Nice job!
Aggrathon
14. Oct 2021 · 19:19 UTC
I failed once before I realised that I had to use the unstable skills to stabilise them (then it was easy to stabilise them during the initial fights). This game proves that even a simple game can be fun.
🎤 Apples_mmmmmmmm
16. Oct 2021 · 21:31 UTC
@taft-punk @aggrathon Thanks for playing and the feedback!
jacqueslelezard
20. Oct 2021 · 18:09 UTC
Finally killed the ogre, nice simple game :)
🎤 Apples_mmmmmmmm
21. Oct 2021 · 04:19 UTC
@jacqueslelezard Thanks for playing!