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SMT V final Boss leak
SMT V final Boss leak
By sadsmile and Julllan
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 2033 | 3.10 | 63 | |
| Fun | 2312 | 2.63 | 63 | |
| Innovation | 1880 | 2.94 | 63 | |
| Theme | 2198 | 3.02 | 62 | |
| Graphics | 1119 | 3.70 | 63 | |
| Audio | 1127 | 3.13 | 61 | |
| Mood | 1546 | 3.20 | 64 | |
Comments
Really impressed by how smooth this all feels. Would love to see this taken out of the parody and used for a standalone RPG, especially with the "Keep the damage dealer alive" mechanic
One downside is the music doesn't seem to work, but that could be a problem on my end
Lol, love the series. I liked it but I don't think it fits the theme really well.
t8kk
2020-04-21 13:51
Interesting concept, I found animations and cinematic camera angles very cool! Only I had problems hence I wasn't sure what many of the actions stood for to pick a correct action but I could figure out some things after a while. Fresh idea and nice art and audio, nice entry guys. :)
Interesting concept. I've played Persona before, so I more or less knew what was going on, but I think if I hadn't, I would have been super confused (and I still was a bit). Some extra details on the abilities would have helped, I think... like what the ability actually does. I was also confused at first on the targeted abilities as it looked like it locked up at first, until I realized I needed to click on a target. For a weekend though, this is super impressive.
jlv
2020-04-21 14:01
I really love Atlus'JRPGs, so I was immediately attracted by the title ! The audio is awesome, and so is your attempt to replicate the dynamic camera system in such a short time.
Strenghts : - Freaking awesome soundtrack ! - Great try at replicating the UI - Fun turn based mechanics
Possible improvements : - The lighting is a bit off and makes it difficult to see everything - Despite your best efforts, some parts of the UI are a bit wonky
All in all, great work ! I really like that idea of doing what the hell you want to do, and it paid off in your case.
elendow
2020-04-21 17:00
Nice job recreating the boss battle, altought the game isn't "super funny", it's very well implemented and the mood and sound are pretty cool. Maybe with more attacks and some visual clues when attacking (damage numbers, for example) the experience will be even better.
woob
2020-04-21 20:18
great game, i really liked the visuals and sounds, would love to see more.
maxathon
2020-04-21 20:23
Never played an SMT or Persona game. Had very little idea what was going on. Not my genre.
sadsmile
2020-04-21 20:35
@maxathon YOu could still comment on the graphics, the music the UI etc... Would be nice :)
Ahhh... Heroes never listen... I'd like to see this again later with attack animations and FXs (who said FF invocations ?!^^) The core mechanics are there, now it needs the fluff to look awesome.
maxathon
2020-04-21 21:54
@sadsmile The look of the game is fantastic — I would 100% believe you if you said you had pulled assets from a retail game. I also like the randomized skill set as a way to simplify interface management.
sadsmile
2020-04-21 22:19
@maxathon Thank you :D
You did a very good job on the graphical aspect of the game - it looks and feels like a boss battle sequence in a turn-based fighting game. I wasn't exactly sure what each of the abilities did (except the healer) but I managed to play until I've exhausted the possibilities and didn't feel like it had any more to offer. I enjoyed it, it felt complete and I didn't notice any game breaking bugs.
deylinia
2020-04-21 23:05
It didn't really feel like we had much impact with what we did, but the graphics and visuals of this are incredible!
pretty decent rpg combat game. i liked the visuals. the music and sound balance was really off. i lost, but it was interesting enough to balance fighting and healing like any good JRPG boss battle.
adamv
2020-04-22 03:33
Cool idea and really nice graphics, but I wasn't able to really get into the game
Despite never playing a SMT game or similar I enjoyed this! Nice smooth animations on the characters. The randomised moves was a nice touch but I wasn't really sure what each of them did! A little more visual feedback (or even tooltips!) would have helped me out. I would imagine though, in the context of a full game, that this would make a lot more sense. Overall though I enjoyed this and you should be proud of your work!
spawnie
2020-04-22 18:21
The game was a bit confusing to play, I think some extra feedback in the form of animated lifebars, damage and heal numbers, or explanation of what the spells do could go a long way. I really appreciate the attention toward vfx and camera angles !
sadsmile
2020-04-22 18:24
@spawnie All of that was planned but its a jam so we didnt have time haha. Thanks for the feedback (There are animated healthbars on the side btw haha)
dope game but it's all way too sudden. you have no idea what you're doing. also it really doesn't fit the theme
Can you actually defeat the boss? Has anyone managed to kill their tank ? Just asking for a friend ! Thank you for making this :)
As someone who as played very few JRPGs it was a little confusing at first. After a while I figured it out some. It felt a little odd that I could use offensive actions against my own team and I guess I could do defensive on the enemy. Some hint on what each would do could also have helped some. During many rpg:s and games in general you are eased into the complexity by adding people to your squad and adding abilities as the game progresses. I also ended up on some occasions to have all slots the same action. I was trying to figure out but I'm guessing it's pure random. And I'm guessing which one I select doesn't affect the probabilities for next round. Some tweaks on that would have been nice, e.g. if you have 25% chance to get a first aid on the first card and you do get it, then the chance to draw a second should probably drop to 20% and so on.
I did really like the UI, the camera and graphics! It all was very smooth. I was kind of hoping for some final animation upon being defeated. Great work.
julllan
2020-04-22 18:46
@javasaurus No, the Boss is unkillable, in theory this should have been a highscore game where you have to keep your only damage dealer alive - which the non existen balancing ruins a bit ^^ trying the game a few times, my tank also never came close to dying ^^
sadsmile
2020-04-22 18:58
@javasaurus Our balancing S H I T. (Originally the boss was planned to be killable buuuut we got screwed by the deadline so look forward to october ;))
iasper
2020-04-22 21:11
The volume of the music is incredibly low, especially compared to the sfx, which made me take a while to realise there was any music at all. The actual animations and look of the game are definitely very impressive. However, being able to choose from 5 different skills, even though they were all the same on multiple occasions, made me wonder why you were able to choose from five skills at all. As pretty as the actual engine seems to be, I found that it felt much more like an engine test than an actual game, with not much happening at all no matter what you did. The rather abstract representation of both the players and the boss, resulting in no lore or backstory, also made me feel like I wasn't really part of anything that was going on. I'm sure the actual engine is really promising and you have a bunch of incredible ideas to flesh it out, but for me it felt more like a bunch of behind the scene work and very little actual content. Nonetheless, congratulations on how smooth everything appears to be and for being able to submit something functional with an actual ending!
sadsmile
2020-04-22 22:20
@iasper Fun fact: This is not an engine test, we just overestimated our abilities :D So yeah, this is a legit entry for the jam that was completly devloped during the 72h time window, starting with the idea :))
ordineu
2020-04-23 00:50
Pretty cool on such a short deadline! I liked it quite a bit, kudos to the 3d modeller and whoever did the shader for the boss (the starry effect looks quite nice!)
sadsmile
2020-04-23 01:04
@ordineu The shader is super simple actually! (well, at least in Unity's shader graph, there's a lot more going on under the hood) The main thing is taking the view direction of the camera in world space, map the texture based on that and plugging that into the color map of the output :))
Nice graphics. Actually I've lost during gameplay. Just clicked around.Sounds are difficult to hear. And I think it doesn't fit the theme. Good luck...
The UI on this was great, I've barely seen any turn-based RPG battles on LD and this was the only good one. It was a bit confusing why there were so many of the same options. I played for a bit but had no idea if I was making any progress at all.
chrome_2020-04-25_01-54-35.png
I think I won. When is Person 5 Royal for the Switch going to come out?
sadsmile
2020-04-25 13:45
@deylinia Right after Atlus finishes SMT V and the Demifiend has finally rejected YHVH... ;_;
blushine
2020-04-26 04:00
Impressive UI. It felt very smooth and easy to use. It's definitely not easy to make a party-driven RPG for a game jam. I liked the animations, models, sounds, and music too. It definitely captured the feel of an SMT game. I think the lighting is a bit rough, makes it pretty hard to see the characters.
The gameplay is pretty straightforward for an RPG. You've got lots of buffs, debuffs, single target heals, aoe heals, etc. It's cool that all of these seem to be pretty fully implemented, functional, and even have particle effects. But in a game jam, I honestly like to see games try to be a bit more experimental. Give me some weird surprising twist, rather than playing it safe with such familiar game mechanics. I don't mind that the battle is incomplete. I never manage to finish big JRPGs anyways lol.
I was hoping that the game would be more creative in the use of the theme. Most RPGs are about keeping your characters alive. It might be more interesting if you had to keep the boss alive, and try to sabotage your damage-dealing character?
The design of the UI is cool. There are some problems though, I think the UI should provide more information. I didn't figure out what exactly the effect of each action was. and it was even hard to know how much the HP left was.
seabird
2020-04-26 06:43
Nice graphics, Cool looking boss. It would have been awesome if the God had a black hole at the center of its chest!
Congrats for the submission, love the visuals on the boss design. Missed some information on the attacks, like descriptions or some iconography.
Cool idea and very neat execution! :ok_hand:
I really digged the visual style and with dynamic camera angles and so, very Personaish. Wasn't quite perfect though. Took me quite a while to understand which character was which. The color coding of them didn't really click to me for quite some while and at that point I had already learned their positions and order of actions. Could add the same colors to character "names" in the intro text too. And then obviously somehow indicate the active character on the sidebar thingy. Maybe something like a pointing arrow, other sections being more dimmed or pulsating the active section. And same goes for when selecting a target for your spell.
And speaking of spells, the would have needed some descriptions. No need to spoon feed everything but some hint on them would have been nice. Quite a few were obvious from the name but others could have used some info on. And having duplicates on the selection menu was quite pointless. The numbers and bars were confusing too. Still no idea what those different numbers meant. The bar seemed to be the health but why on earth did the tank have two bars?
The action effects seemed a bit lackluster. They also could get a nice dynamic camera angles on the target and a spicier effects. The tank ones were the best since he always targeted himself but that too could have been nicer with a change of camera angle after selection. This thing made the so called hero seem weak as hell since his swing just did this tiny effect and a weak little ding sound. That should have been the flashiest effect with the mightiest sound too. Also with some spicy screen shake to hammer in that he is doing some god damn damage! And the same goes for the baddie too. His actions had these almighty names but lacked the feedback to also make them feel powerful.
Arcanist and support seemed to have some problems that they slowly kept rising higher and higher every turn.
arcanist.png
And tank might be actually sinking too...
support2.png
I'm currently at 2000 damage done and it's getting quite repetitive. Might as well try a bit further. Even if there is an end it's a bit too far in my opinion. Or something different at least should happen to break up the repetitiveness. Maybe the boss could summon some minions! Sill have no idea what difference boost and manyfold have or even if either of them does anything really. Also not quite sure whether I should use strengthen on tank or hero. Well, I'm guessing that hero since with boost and strengthen he did 120 damage.
At least didn't notice any difference on the healing amount when boosting or manyfolding the support. That would have added a nice bit of versatility. The tank was also very boring, just taunting seemed like the best thing to do.
Ok, now at over 4k damage and nothing has changed at all. Expect arcanist and support soon escaping from the atmosphere and tank and hero being waist deep in the ground.
4040.png
And here is where I quit. Seeing your comment that there is no end and it seems like you can pretty much go on forever unless you're getting hella unlucky with god's wrath spam.
Anyways, very good job! :thumbsup:
sadsmile
2020-05-01 13:23
@antti-haavikko Wow! Thank you for this awsome comment! Amazing that you played so long! Yeah, we went a bit overboard with our scope so we sadly weren't able to implement a couple of features (e.g. description text for abilities or an ending...oops.). This was our first JRPG (and it was the first time my friend @Julllan even worked on a game) so we learned a lot of stuff for the next ludum dare haha ^^
As for the flying Arcanist, Support and the sinking Tank: I think i forgot to disable the "apply root motion" option in Unity... Misakes were made. But again, thank you so much for that awsome comment!
julllan
2020-05-01 16:07
@antti-haavikko damn that was one insightful comment! Just in case you are still wondering here is some final explanation (and don't ask me why i did not even put that in the description on the ldjam page):
- tank second bar is his armor, works similar to slay the spire - boost should work on mulitple things like aggro generated by taunt, heal amount etc, but i guess thats just in theory ^^ - manyfold should make some single target spells partywide, but i think in the end we just enabled it for first aid and maybe boost
too many ideas and too little time; just shows that we still have to work on our work speed estimation ^^ A few of the UI improvements shouldn't be too hard to implement, I'll remember those for the next jam. Thank you for giving such detailed feedback :heart:
Oh I see, makes sense. Yeah I think I only tried to use boost on healing song and if it's the same 20% as for hero attack, no wonder I didn't see any effect. If boost only adds 20% to any other spell power, it means arcanist is only doing a fifth of the stuff the others are. Weak! Healing song amount was so ridiculously low and hp bars so tiny that of course it's unnoticeable. Guess I didn't try manyfolding first aid at all. I think it's way too powerful then. Or rather other stuff like boost being comparatively weak (+20% vs +300% :wink:) and powerful stuff is always fun! With that you'd have no problem even outhealing the wrath of god spam.
Oh which reminds me about something I forgot to mention. The name "first aid" makes it seem like a weak ass move even though it was the more powerful heal really. Especially if you can manyfold it and make it the most OP spell in the game.
I had no issues with threat management even though I didn't even know the red number was representing that. Every time the baddie did his single target spell, it hit the tank. Maybe because I was constantly spamming taunt. I (kinda correctly) assumed that his second bar was additional health which filled with his other ability and didn't feel like I needed that ever since his hp pool was good enough for the support to, umm, support.
And yeah, balancing stuff is hard! Well not hard really but time consuming and needs lots of testing and tinkering. Time management is also very hard but of course gets easier with more experience. And that's exactly why game jams are so awesome. Even if one would completely fail at making a game, they'd still learn a lot.
yy404
2020-05-12 11:06
Interesting concept! I was a bit confused until had look at your explanation. Good job!