Play game
Raid Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
User Interface (UI/UX) | #12 | 2.600 | 2.600 |
Fun | #12 | 2.600 | 2.600 |
Overall | #14 | 2.400 | 2.400 |
Audio | #18 | 1.000 | 1.000 |
Graphics | #18 | 1.400 | 1.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://marcotte173.itch.io/raid-night/devlog/478034/devlog-8-next-game-jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
Being big into raiding in MMOs in my younger years, this premise ticks a lot of boxes for me. However, right now the gameplay needs some work. I think before focusing too much on the recruiting aspect, different gearsets, stat specificity etc, the boss fight itself should be ironed out as it felt confusing and didn't leave me wanting to improve in order to beat it. The controls to give each character directions were clunky and I'm not sure that they did anything. I wasn't sure what the range of the healer was, whether they were targeting or aoe healing, how the support class chose who to shield, etc. And melee didn't seem to run out of the fire (which is kind of accurate, lol) but it was frustrating to not know how to influence that.
Keep going with the concept though, there's definitely a playerbase for management sims and this theme has the potential to be really clever.
This is an interesting concept. It's an RPG. About RPGs. An RPRPG, if you will. I don't know if that's been done, but it's new to me, and I really like the idea of having to manage real-life events around fantastical battles.
It's definitely rough in its current state.
There are some major sizing issues. The iframe and/or embedded page is kinda messed up; it's much wider than it needs to be and stretches the whole itch page. The game itself, though, is cut off, and big chunks of the UI aren't visible at all. Going fullscreen fixed that, but it wasn't a good first impression.
The UI is pretty rough visually, but it's a game in its early stages so that's not really a big deal. Similarly, it would be nice to have some music and sound effects, but again the
To be honest I didn't play this game much. There's a lot of complexity to it, which is a double-edged sword. It means there's potentially a lot of depth and staying power to the game, but it also means that new players can get overwhelmed quickly and never really give it a chance. It's possible to manage and control complexity to ease players in and get them onboard, usually by trickling in mechanics or other aspects one by one.
At least in its current state, the game doesn't do that. Everything is thrown at me from the starting line, and there's very little in the way of help. There's a tutorial, but it only covers half of what I need to know, and I've forgotten most of it by the time the game actually starts. I have no idea what gear score is, what any of the stats mean, what the types of character are, or how the real world affects the raids or vice versa. I did a raid and lost, but had no idea what I did wrong or what I could have done to do better.
I may be preaching to the choir here, maybe this is something you already have in mind.
The other thing that seemed to be missing was any sort of progression or risk/reward. I could recruit all the players I wanted and nothing bad seemed to happen after losing the battle. I think this is something planned, though, so I won't say too much about it. It'd be interesting to see what you come up with for an overall gameplay loop here.
All in all, it's very much a prototype but I like the concept and I think it has a solid direction.
Next DevLog
https://marcotte173.itch.io/raid-night/devlog/480254/devlog-9-time-for-the-bugs
Next Devlog
https://marcotte173.itch.io/raid-night/devlog/481511/devlog-10-submitting-someth...