Code: Steven French Art/Music: Pit

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  • kbjwes77
    Lv. 19

    I liked the catching mini game, the overworld was just too large and the player's movement speed too slow. I think I collected all the dragoons in the forest area and closed the game a bit early, just because it took so long. Music was great, art was charming. Solid entry given the theme!

    SOMNIUM
    Submitted

    SOMNIUM

    • Tohzt
      Lv. 1

      4 months late (I don't visit this site often) but thank you for the feedback! This was a fun project and could be something great if I chose to keep working on it haha.

  • baku
    Patron

    Neat monster collection game. I liked the catching mechanic, but I wish there was a bit more variety, like maybe different monster types had a different shape or a different spin (pun intended :D) on the emchanic, so it's not just the same square over and over. Regardless, this game taught me that my reaction time is maybe not quite as good as it used to be >.>

    I wish the walking speed was a bit faster, or the maps smaller, since it takes a long time to get around.

    Lastly, daaaamn, that cave music slaps!!

    SOMNIUM
    Submitted

    SOMNIUM

  • Atticus Lee
    Lv. 4

    I found this game very charming, and it reminded me greatly of all the monster collecting games out there (Pokemon, Digimon, Monster Rancher). I love that you know what the race of monsters is known as (Dragoons) from the title. If not for that, I would have just called them generic monsters.

    The catching minigame was interested and could probably be more varied without the 48hour restriction.

    The window for being "successful" in the minigame felt a bit too small though. Once you get in the rhythm it's fine. But with no escape mechanic and if you were "okay" at the minigame, you'd kinda get into a loop of goods and bads that kept you stuck for x amount of time before you either fail or succeed, and then have to do it all over again with the next monster.

    • Tohzt
      Lv. 1

      Many thanks! Yeah, this would be a fun project to carry on with for more than 48 hours, but I have too many other projects going on =P

      Sorry to tell ya, but I actually didnt know that about Dragoons XD The mini game mechanic was taken from Legend of the Dragoon, so I took the name from that too, haha.

      The threshold is when the shrinking square is between .75 and 1.25 the scale of the inner square. Definitely a hard target to hit haha. But I hardly got a chance to play test it while developing =P

      Thanks again!

  • LD Smith
    Lv. 9

    Nice game! Reminds me of Pokemon.

  • Christopher Weller
    Lv. 16

    I like it! Cool idea, and I like the solution for " catching" things (although I'm horrible at it). Keep it up, be looking forward to seeing what you do next time too!

    • Tohzt
      Lv. 1

      Thank you so much! I had a lot of fun making this and I can't wait for the next jam. I take part in a bunch on itch.io, but for some reason I found myself more stoked about this one haha.

  • Merlo Fairhearth Greatest Adventurer
    Lv. 2

    This is a cool game. The capture system is a great skill based mini-game, and sometimes I played the battle simply to hear the awesome music. The art is ok, but the monster designs are great. The overworld felt a little shepherded in, but that's all right because of the amazing minimap system. It's really hecking impressive, though I wish it was a toggle rather than a hold. I would also love it if you could explain the objective - catch 'em all - a little better. There is also a problem where you can miss every monster and still clear an area - maybe you can make them respawn somewhere random when you lose? Anyway, I love the quantity of content one gets out of this. It's just satisfying to move around the tile-based system and catching monsters even more so. Would love to see a more complete version.

    The Horde
    Submitted

    The Horde

    • Tohzt
      Lv. 1

      Thank you for the compliments and criticisms!

      The character and monster sprites were made by my teammate, and everything else was nothing more than placeholder art done by me, haha. So I know what you mean abou tthem not being anywhere near as crafted.

      He also did the music, which really pulled the game together!

      It's not quite a bug that the room clears, even if you miss them all. You get one shot at each world, and your total score is however many you were able to capture. But this could change if we decide to continue the project (it's a constant discussion between us atm haha).

      I struggled with the idea of locking the minimap or not. I chose to make it a hold such that the player wasn't tempted to just walk via the map. If we flesh the game out more than I want the environment to be beautifully done, and I don't want the player to be tempted to ignore it =P

  • Renusek
    Lv. 3

    Not sure how to go back to the menu, Esc goes back there, but doesn't let me to choose map again. Also, in caves one monster was bugged and I couldn't start catching it for some reason. Music is amazing, I love it! I like the game, kinda simplistic "combat" which I would compare to Pokemon GO, but still fun.

    Swimmer
    Submitted

    Swimmer

    • Tohzt
      Lv. 1

      I TOTALLY FORGOT TO TAKE OUT THE ESCAPE KEY XD!

      It worked locally, but messes up every time in broswer for some reason haha. But you'll be sent back to the menu after encountering every monster (10 in each stage).

      I never had any of the monsters bug out on my while playing, but then again I didn't have too much time to playtest. And I only had 2 monster per stage for 95% of the development process haha.

      Thank you for playing my game! It was so much fun to work on!