I love the art - really cute! The concept reminds me of pokemon and a bit of rpg mix ;) really nice job!
Play game
LITTLEBLADE and the Forest of Elements's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #193 | 3.869 | 3.869 |
Game Design | #223 | 3.510 | 3.510 |
Innovation | #227 | 3.366 | 3.366 |
Audio | #335 | 3.248 | 3.248 |
Overall | #339 | 3.308 | 3.308 |
Fun | #351 | 3.301 | 3.301 |
Theme | #827 | 2.556 | 2.556 |
Ranked from 153 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play a foraging squirrel that realizes a violent storm is coming.
Did you write all the code and made all the assets from scratch?
All code and art was made from scratch. Some sounds are modifications of freely available SFX.
3rd Party Asset: Thumbnail and banner uses Forest Font from https://www.dafont.com/search.php?q=forest
Comments
Fun turn based game. As I've seen other people say, I saw that some of the art was of different pixel sizes, and I get that was because of last minute git problems, but it does still bother me. Cool though
Awesome , Great Job (〃 ̄︶ ̄)人( ̄︶ ̄〃)
One thing though, a button dedicated to reset tree would have been a nice addition.
Very cool game design and enjoyable game! But it always bothers me when the art uses different sized pixel art styles. Also beetlejuice? haha Idk it takes away from the immersion
But its a cool entry nonetheless, good job!
Thanks for playing! Unfortunately the mixed pixel art styles was the result of a last minute git conflict that ended up putting in the old placeholder graphic instead of the nice one we made. In the images for the game you can see what it originally looked like. Beetlejuice was also a leftover placeholder but we thought it was kinda funny to keep in, but we'll likely remove once we come out with the full game
This game is so fun and deep! Took me a few tries to take out the snake, but it was very satisfying in the end :) Love how the game teaches the mechanics at a great pace and keeps you on your toes throughout. Really excellent job!
Nice game, looks like it has a lot of meta despite the short time the jam gave us. Would have made the tutorial a little bit more intuitive (you can kinda soft-block yourself if you immediately buy skills on a tree and don't figure out how to reset them). Really liked the weakness element mmechanic!
Really cool game!! I could figure out when the enemy attacks so kept mashing the buttons :D
A small-time window before the battle starts would help though. The art is great, a shame that the background fell off would have really set the tone.
Couldn't get past the beetle king though!! tried twice, guess it's a skill issue ;P
Kudos for making a great game!!
Very cool battle game.
- Really liked the idea of customising your build before each battle, based on the enemy.
- Would have liked more time to do the build customization though. Often the fight starts before you’re ready, when you’re still customizing. An explicit “start battle” button would be helpful.
- Would be good to have a fullscreen option.
- The level of detail in ability selection is great, with skill points to be distributed across different categories of skills.
- However, I felt the combat system leads to an underutilization of the skill tree due its real-time nature. I found it hard to do a lot of planning or customizing during battle, like for e.g. when the elemental nature had to be switched between nullifying the shield or attacking the enemy.
- More of a personal opinion, I would have preferred either a full turn-based system, where you can actively plan each move, or else an autobattler, where you mainly focus on the ability selection.
Either way, the core game is great and has a lot of potential. All the best!
Thanks for the feedback! We're experimenting now with giving players a countdown timer of a few seconds before each battle to plan, as well as an autobattler option that increases player cooldown timers for balancing purposes, but our original intention was to make a game that required lots of fast-paced decision making that discouraged spamming. We're hoping to have a fixed up version by end of the jam, and then develop it into a more fleshed out game afterwards
Very cool! I love the hero and enemy design, the big snake got me though! I did feel like the most effective tactic was just to button mash against the common enemies, but the mechanic of the elemental shields made sure that I did have to think about my skill selection to make it through.
Thanks for playing to the end, not many people have! We originally wanted more mechanics to prevent spam, but had to cut most due to time. There was supposed to be a Try Again option that would let you start off at the same battle again, losing most of your nuts in the process, but it unfortunately broke last minute
Nice little game. I liked the gameplay loop, and you introduce the mechanics very very well. One thing I'd point out is the clarity of the UI. It is a little hard to gauge what is happening. For instance I think it would help if you made health bars instead of numbers, so you can see at a glance how much health you and your opponent has left. But other than that, good job!
great art style! and the mechanics are simple, but allow a dynamic gameplay, moving around builds as enemies appear
Thanks for submitting your game to the stream! If you wanted to look at it again in the future heres the vod timestamped to your game
This game is awesome, the controls are intuitive and I love all the different upgrades you can get. The art is also gorgeous! Nice work.
Leave a comment
Log in with itch.io to leave a comment.