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Into The Asteroid Belt
Number of ratings: 11
The game loop is tight and works well. I was a bit frustrated with dying and having to go to the first level again, but not too bad since after a while you just breeze through the levels. Maybe I'm being a bit harsh, but I found the themes to barely be there. They were there in the story but not really something that's core to the game.
I never played pokemon mystery dungeon but it was cool seeing your partner have a scrumption of intelligence bestowed. It definitely feels like you wanted to make a specific kind of game then just went "okay so theme 1 means I don't make a save system and theme 2 is for story!"
Pretty neat concept, I like the little buddy that follows you around. The combat is pretty simple, but there is some strategy to making sure you and your ally end up near the enemy at the same time. Well done!
Time limit makes this aggravating. Since there's line of sight and you can't really plan out how to move around to avoid the enemies because you don't know where they are, or where the buttons are, you're forced to just rush the buttons and hope you can make it without dying.
I love the turn-based idea! Once I figured out how PMD fits into it, it made a lot more sense. I liked the level screen.
Sprite art looked good, especially on the main menu/map screen; line of sight system was impressive; the turn-based movement and combat systems were ambitious!
a bit jank feedback on the combat mechanics, no clear tutorial and feedback is all in the bottom chat, which does not scroll automatically, so if you want to actually see what is happening you must constantly stop playing and scroll down in the log, zone 1 seems to be asking you to simply run through and not interact with the combat, which makes zone 2 a steeper learning curve since you get reset to the runback instead of the combat stuff
Is it even possible without running out of time? May be skill issue but idk
I'm sorry, I really bounced off of this one. I couldn't really figure out how the gameplay worked.