A cool little game with good replayablity and room to hone your skills. However, the test of skill always being 10 seconds every time tends to get a bit tedious. Also, hitting 10 seconds exactly still produces the "so close" message.
The mechanic of guessing the time for damage is very cool, but I think there should be other mechanics, like rewards for guessing close, for you to use in the fight. I loved the change in scenes, too. Great job!
This reminds me mostly of Dungeons and Dragons mixed with those reaction time tests that athletes use to train with, and tracking reaction time really messes with my perception of time.
I really like the use of randomness in this game. Rather than relying on meaningful choice, the game uses more skill and timing to move the narrative. This game reminds me of both Kelani's dragon game as well as the button mash scenes in "Spider Man" where you have to test your reaction time.
The game's atmosphere feels kinda like Pokemon Mystery Dungeon meets DND! The timing mechanic feels like trying to get a critical hit in an old RPG game!!!
Yeah I also felt like the game had elements from Pokemon. I really like the use of timing and counting to a specific number to see how much damage you can deal
This fantastical game reminds me of another student's game that is about finding and bonding with dragons. The roaring and discovery aspects are very similar. I thought your choice to use a timer and have the player guess their time to deal damage was very creative and really fun to play.
I like this game! The background music when I entered a fight is so immersive. And the design of the fight is interesting. But later the game became the same to read the time repeatedly.
I think the game can have more fun if there is other kind of monsters to kill.
It reminds me of the game Monster Hunter: World. I think maybe you can take the art design of this game as a reference.
I really liked how it was hard the first time around, but if you failed there was a loop. I thought that you were protecting your village but then you end up destroying everything, and it could be a statement about how you can sometimes lose sight of the goal and end up losing a lot.
I really like your game! It's pretty unique from the other games I've played so far, utilizing both the random roll of a 20 sided die and the reflex timer component. The audio and images you used adds to the fantasy atmosphere. Well done!
The background images you pulled were super neat, I felt I was looking at a cutscene in The Witcher. The font contrasted with the game, so I felt I was playing a game staged in medieval times but at an arcade. I liked the linear progression of the setup alongside the afterlife (because I died). Well done!
This is super interesting and I could feel the sci-fi influence on this. I ended up essentially feeling like I sold my soul, lol. Is there a larger argument to be made about senseless violence against an animal and the lengths we go to to hurt others?
I like how the test is being implemented in a way that tests whether or not you can do the full dice roll damage as it just being there for the sake of being there. I also like how there’s lore that makes the game engaging toward its players.
I really like the theme you represent in this game, feels really immersive and unique. The music really adds more interesting elements into the game, and the words are clear to see and easy to read. I enjor the game while playing (although I failed to win)
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A cool little game with good replayablity and room to hone your skills. However, the test of skill always being 10 seconds every time tends to get a bit tedious. Also, hitting 10 seconds exactly still produces the "so close" message.
The mechanic of guessing the time for damage is very cool, but I think there should be other mechanics, like rewards for guessing close, for you to use in the fight. I loved the change in scenes, too. Great job!
I really like the design of this game—specifically the mechanic of dealing damage by timing your attacks. It's very interesting.
This reminds me mostly of Dungeons and Dragons mixed with those reaction time tests that athletes use to train with, and tracking reaction time really messes with my perception of time.
i was just thinking that the first dream like part reminds me of baldurs gate three and the guardian character!
I really like the use of randomness in this game. Rather than relying on meaningful choice, the game uses more skill and timing to move the narrative. This game reminds me of both Kelani's dragon game as well as the button mash scenes in "Spider Man" where you have to test your reaction time.
The game's atmosphere feels kinda like Pokemon Mystery Dungeon meets DND! The timing mechanic feels like trying to get a critical hit in an old RPG game!!!
Yes the game screams DnD, both the narrative and the mechanic
Yeah I also felt like the game had elements from Pokemon. I really like the use of timing and counting to a specific number to see how much damage you can deal
This reminds me of those 10-second guess timer games. Like you hit the button once you feel like the timer is exactly 10.
The multiple decimal places also remind me of reaction time testers where you have to press a button when something changes.
This fantastical game reminds me of another student's game that is about finding and bonding with dragons. The roaring and discovery aspects are very similar. I thought your choice to use a timer and have the player guess their time to deal damage was very creative and really fun to play.
I like this game! The background music when I entered a fight is so immersive. And the design of the fight is interesting. But later the game became the same to read the time repeatedly.
I think the game can have more fun if there is other kind of monsters to kill.
It reminds me of the game Monster Hunter: World. I think maybe you can take the art design of this game as a reference.
Nice work!
This game reminds me of DnD very much lol!!!!! Did it inspire any aspects of your game?? I liked the images a lot, and the bear was really scary lol.
I really liked how it was hard the first time around, but if you failed there was a loop. I thought that you were protecting your village but then you end up destroying everything, and it could be a statement about how you can sometimes lose sight of the goal and end up losing a lot.
I really like your game! It's pretty unique from the other games I've played so far, utilizing both the random roll of a 20 sided die and the reflex timer component. The audio and images you used adds to the fantasy atmosphere. Well done!
The background images you pulled were super neat, I felt I was looking at a cutscene in The Witcher. The font contrasted with the game, so I felt I was playing a game staged in medieval times but at an arcade. I liked the linear progression of the setup alongside the afterlife (because I died). Well done!
@gloriium/ellie
This is super interesting and I could feel the sci-fi influence on this. I ended up essentially feeling like I sold my soul, lol. Is there a larger argument to be made about senseless violence against an animal and the lengths we go to to hurt others?
I like how the test is being implemented in a way that tests whether or not you can do the full dice roll damage as it just being there for the sake of being there. I also like how there’s lore that makes the game engaging toward its players.
I really like the theme you represent in this game, feels really immersive and unique. The music really adds more interesting elements into the game, and the words are clear to see and easy to read. I enjor the game while playing (although I failed to win)