FoonLudum Dare ExplorerLD52 → Fall Faybound Festival

Fall Faybound Festival

By juxipolo

View on ldjam.com

CategoryRankScoreCount
Overall2373.7321
Fun903.9421
Innovation1553.7019
Theme7752.6320
Graphics4583.5021
Audio4872.4119
Humor3113.1518
Mood5813.1119

Comments

robobarbie 2023-01-10 02:42

these little creatures are so important to me. very fun gameplay loop, found myself playing for a while!! nice job!!

joe-eric 2023-01-10 03:44

I forgot how to stop playing, because this game is addictive and can get you on the zone for quiet some time! But a background music would be helpful to be more in-tuned with the game. Good job!

fizzbark 2023-01-14 22:59

Impressively complex system you've managed to build, I can see potential for some quite deep strategies. A decent variety of creatures and cards too. Piltheon is my favourite design. My biggest complaint is the UI is a bit small and hard to read, sacling up the text and icons under the creatures would remove a lot of frustration. I read your devlog on itch and it seems like you have a pretty good handle on what makes the system tick - I'll be following and interested to see how this develops :spy: .

animawish 2023-01-15 00:37

Cute critters, Cauldern is my favorite I'd say. Much like in Pokemon I gravitated toward as many damaging moves as possible, but having the critters be little packs of card for your deck was a really interesting twist that forced me into some more interesting interactions. Great job!

zactyl 2023-01-15 07:56

Pretty fun game! There's a nice basis for a combat system that has a lot of room to expand if you want. The designs were cute and fun, and I was always excited whenever I got to see a new character. I was a bit confused about the status effects though. They didn't explain what each did when I tried hovering over them at first, at it wasn't until later on that I figured out that I needed to hover over it for longer, so for the early game I was mostly just working off of feeling. I think the strategy was pretty cool, and I think it avoided the typical trap of just loading as much damage in as possible, I found some value in some of the status effects like Stun and Confusion. The energy system and item things are also pretty cool ways of handling the combat, although for the attacks, it's a small thing but I wish it was a bit easier to tell which card belonged to who. Thanks for uploading!

dom-de-re 2023-01-15 08:21

nice, i liked the main game loop, you generated loads of content, and it feels surprisingly balanced considering the 72 hr dev time, Awesome work!

niterich 2023-01-15 21:13

I'd be very interested to see if you develop this further! I'm a sucker for monster collecting games like this one, and this game certainly seemed to scratch that itch! I love what you did with the mechanics, adding a Hearthstone-like counter to the game to help ramp the excitement up over time. I wasn't a huge fan of the card mechanic though - seemed like too much randomness and too much letdown when you're down to your last Faymon and you only drew cards for the other 2.

random-storykeeper 2023-01-16 06:51

Card-based RPGs aren't really my thing, but I like the amount of progression and upgrades that were implemented into the game, especially given the time period. Unfortunately, I seemed to have an issue with the game where the screen wasn't big enough to see everything. My third Faymon was always just outside of the screen view, as was some of the HUD. Thus it was very hard to figure out what I was supposed to do. This is a screenshot of what I see when I download the game, and I can't full-screen to see more of it.

Fall Faybound Festival.png

Despite the confusion, however, I was still able to keep at it until I actually won a round, which ended up feeling pretty satisfying. I appreciated the XP that you could collect to upgrade so it felt like progress was being made even after each loss. I also really liked that you could easily see a preview of how your attacks affect the other enemies, but it seemed weird that they didn't stack, like the preview only showed you how much damage that particular card would do to that enemy even when you're attacking that enemy with other cards. It would be nice if, when playing the attack card, you could see where that card was being played (although now that I think of it, I'm not sure if this is a thing that's just outside of the game window).

I also thought that the art style did have a palette that felt like it suited this whimsical farm sort of setting. The sound effects used were pretty weird - a mishmash of recorded voice and what I assume are sound effects generated with BFXR. The latter is much too loud and punchier compared to the voices and the combination of these two types of sounds don't feel like they complement the graphics that much. Honestly I feel like the voices worked better with the art style, so I think going with the more acoustic/recorded sound effects for everything would have made it click more, at least with me.

Overall, this was an interesting experience that I felt like I understood the gist of in a short amount of time. Nice work!

juxipolo 2023-01-17 02:54

Sorry about that, @random-storykeeper! I was a little careless with the screen utilization at different resolutions. Just uploaded a new version which allows resizing the window and alt-enter to full screen. It also handles these resolutions *better* generally, but it's a little rough because I didn't plan for it well.

Thanks for the heads up!

fluburbio 2023-01-18 03:39

Being a fan of card games and old school pokemon, I love your game. Your art is great, and I found it as easy to understand as it is to play. I also loved that you gain experience even if you lose, because I was demolished at the first fight (the revenge was sweet!). The upgrade mechanics are a great addition.

One thing I would have added is a way of knowing how many battles you must still win to win the game, for instance showing a tournament bracket between fights. Some sound effects were a bit loud, and some music would have been nice, but for a jam game, this is awesome. Also, I found little incentive to switch off my initial faybound creatures as the ones you get after you win are often under-leveled but besides that, I only have praise. Great job! I'd gladly play a more fleshed out version of this :D

(Also I don't know if this is intended, but my creatures didn't gain any more hp 50% of the time from level 9 onward.)

jeremy-ryan 2023-01-20 02:42

This was a fun one!

champ.PNG

This was a really impressive scope for a 72-hour game. You managed to create an interesting combat system, a bunch of creatures (didn't count, felt like at least ten), upgrades, items, an intuitive UI, and a barebones story.

Speaking of the combat system, it was a really interesting take on the Pokemon formula. The fact that most status effects only lasted a turn meant that the priority of the moves mattered a lot (and improved as you upgraded your cards). The "mana" system was also a neat way to make games start slow and swing more near the end.

I do think certain cards were a lot stronger than others. Sonic Boom, for instance, was by far the best card I saw, with 150 damage in a turn for only four "mana." I also had a lot of success with getting global poison and burn in early and playing disruption/defense after that. It would be really interesting to see what dominant strategies/mons would be dominant if this were PVP! My team at the end was Chachomp, Cauldrn, and Crabbat.

The art was very charming, and I loved the creative character designs.

Great work for 72 hours! Had a lot of fun with it.

dekajoo 2023-01-23 10:40

Fun to see that we made kinda similar games. Great job I love the mecanisms, and the variety of cards is impressive for 72 hour !

wrong-timeline 2023-01-23 18:48

So much depth and choice for a jam game, I love it ! Also the creatures are super cute !