CRUNGUS 4: The End of CRUNGUS
Join Crungus VII on his point-and-click-turn-based RPG-hybrid journey through a post-nuclear metropolis to destroy the beast that has been plaguing Earth for over a century!
Hyper intense turn based combat!
The Swiss Army Crungus!
PLOT FOR PEOPLE WHO COULDN'T UNDERSTAND IT (WHICH IS PROBABLY NORMAL GIVEN THE TIME CONSTRAINTS WE HAD ALSO SPOILERS DUH):
Crungus 3's secret ending shows a giant monster emerging from the sock puppet Mrs. Crungus killed right after Mrs. Crungus and Crungus leave the mansion. The monster follows them out of the mansion and goes on to destroy everything in sight. The entire world goes to war with the monster, bu not even nukes are able to destroy it and Crungus goes missing. 100 years later, Crungus VII finds the Swiss Army Crungus, a tool capable of many things. Crungus VII goes to destroy the monster with the Swiss Army Crungus, but first he must find the monster. To do this, Crungus VII goes to the top of the tallest tower in the city. When Crungus VII reaches the top of the tower, it's revealed that the monster has been following him with its tentacles. Crungus VII is grabbed a tentacle and is dragged inside of the monster through some orifice. Crungus VII wakes up in a moist, meaty pit. The monster is completely made out of dead Crungi. Crungus VII goes through the monster, finding notes left by someone that was in there before him. The writer of the notes explains that her husband went missing after he was sent to fight the monster, and she believes that he may be inside the monster. The final note left by the person explains that she found her husband. Upon entering the next room, Crungus VII finds Mrs. Crungus's corpse and a horribly mutated original Crungus. Upon killing Crungus, the world explodes.
Very good art and sounds, but desperately needs pathfinding on the point & click side. It's soooo frustrating to just move around because the character will just run into walls and get half stuck, and then you put random encounter on top of that and uuurgh.
There's also a lot of "I need to get closer" when you click on stuff, but the character goes toward the object anyways, so I usually have to fight my way around the object just to be able to click on it because Crugus would get on top of it.
Screen transitions need more indicators too, I spent like two minutes on the first screen trying to find the exit. Other levels are more clear with that, but most of the time you can't really click on doors because they're also walls.
The combat has problems too, I find myself healing and charging too much without making progress because of the random enemies attacks. You can't really die, but you don't win fast enough. But I still died once cause I had exactly 20 charge and couldn't heal.Submitted
As always, great art and music!
Really neat to have story and so much content in 48 hours.
However, the fights become a chore and all you do when meeting an enemy is flee, mostly because you have no advantage by killing them. Charging and healing is sometimes the only thing you do for a long moment because charging doesn't charge much and healing doesn't heal much. And since enemies may sometimes deal you the same damage than you can heal, it feels somewhat unbalanced. It wouldn't be an issue if fighting gave you experience or something, which I get is difficult to add in 48 hours. In that case, charging should charge your tool entirely, or/and you should heal for more. Also, sometimes encounters are way too frequent (moved for a second, got a fight) and that final boss was a LOT of charge + heal (and once i finally got to almost full heal and charge, I just needed to give it one more blow, making the healing i've been through pointless...)
Also, not happy about the ending. Does that mean we die?Submitted
I really enjoyed this one! Great atmosphere, music, and art!
...But I don't think it hit the theme all too well. The turn-based is about all there is with using the crungus. And I wasn't a fan of how the repetitive the combat was. The point-and-click controls were slightly unresponsive as well. I get the feeling there was supposed to be more to using the crungus on the field, but time constraints probably got in the way (ergo, mysterious six slots on the field but only one is used for the crungus...).
Otherwise, most everything else hit home! Good one, guys!
P.S. LOVE that final boss theme!
You are correct about time constraints getting in the way of polishing the battles and overworld point-and-click movement. There being six inventory slots with only one being used throughout the game is intentional, though. It makes it seem like there'll be more items used throughout the game, but nope - just the Swiss Army Crungus. Maybe not the best design choice in hindsight, but it was definitely a funny joke when we came up with it.
Besides that, thank you for your feedback :)
Loved the game! Art and Music were great! Gameplay however was kinda lacking and dull for me, considering its a game made in 48 hours I Wont be too harsh on it for that, but I still feel the combat could've used some more polish to actually make them interesting, because as it stands, they were a bit of a chore after a few ones or just an obstacle to flee from as soon as possible. I also felt the theme was VERY loosely represented in this, I can see where you guys were coming from, but it could've been represented a bit better. Overall, however, this was still a great experience and a nice way to wrap up this series of GM48 games (which is not to say I expect you guys to not make any more for future jams)
The content amount is unbelievable. I can’t get how you made all enemies, backgrounds, songs and outro pictures within 48 hours. I’m sad to say the game is just not fun. Turn based RPGs are often made with a progression system and increasingly harder enemies. I don’t think this game has any of that. Even the final boss was similar to a normal enemy.
BTW I think got a relatively undirty mind but what is the cursor even meant to look like like?Submitted
I really liked this game, but the save points are too far apart. A hard game is made frustrating since you get sent back so far. Otherwise, Crungus is awesome. I seriously don't know how you guys make these so quickly.
My first Crungus experience.
Probably the best game I've rated so far in this jam. Gameplay is unbalanced and unfinished (flee op, charging the crungus not fun) and the theme isn't really present as the "swiss army crungus" is more of a name than anything. But the art was extremely good, the game had length which was nice. The story wasn't bad. The best part by far for me though was the music. Very very good music in this game.
Great job Tomato Tavern!
P.S. Conglaturations on the nice funny jpg! =PSubmitted
Well the Crungus tale comes to a conclusion...or does it?
As always, visuals, music and general presentation was top notch. The theme was only loosely hit in this one though. The controls were a little clunky, getting stuck way too many times on walls and near exits.
The battles felt like they had been planned to be more involved, but time might of got the best of them. As it stands, they were really just a side note to the story, and were a little painful too as you couldn't skip damage dialog.
In the end as a stand alone product it's still a solid effort for 48 hours.Submitted
You're correct in assuming that the battles were going to be more involved. We were going to have enemies drop batteries on death, which could be used to give extra charge to your Swiss Army Crungus but that idea came a little too late into the jam and we ended up not having the time to implement them. Thanks for your feedback <3
I really appreciate the mixing of genres. I think the point and click turn based rpg could really flesh itself out if you were to continue with that. I also appreciated all the humor in the game. I really needed that after spending the last 48 hours making a game.Submitted
i feel like this is a very good addition to the crungus games but i got through the game very very easily and sometimes when not in battle the controls where very clunky, i feel like the battles where not as well designed as they could be as i would just spam flee to any enemy that i could flee to and every other enemy that i couldn't flee (besides the first tentical thinggie) i just spammed shiv and won and i didn't have to think about healing due to the 2 med kits in the game and i beat the final boss just by attacking and nothing else so i feel like for a game with a theme of using a multi tool it could have been designed better, and to expand on the clunky controls i mentioned, i feel like when i was moving it didn't feel fluent i had to keep clicking and in the worm it was just awful i kept colliding against walls and the encounters where every step, besides from that the music and the visuals where amazing along with the humour, i enjoyed those very much