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A member registered Apr 02, 2016 · View creator page →

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Thank you for your feedback dachshundstudios!

I wasn't sure if it was more convenient a single "instruction manual" or separate files, both have their benefits, like having all in one place in case of a single file, or have the chance to get quickly the information you want using separated files. In addition, in the second case, opening 2 or more files can let the player check all in one screen what stats has a creature that can be found in the location X.

I might end up in trying to have both single files and an instruction manual with all in one single PDF. I can imagine that have all in one file i probably better for mobile users.

By the way, I just uploaded version 0.15.0, if starting the game you still see an old version, try to force to refresh the game page.

You can check what's changed in the Game Versions post.
For more details and an updated bug list, check the Version 0.15.0 post.

Thank you!

The following features have been added in the 0.15.0 version of the game:

  • Create Locations also for Forest, Hills and Mountains (at the moment only Plains have locations).
  • Enhance Avatar's visibility while on the map.
  • Activate Escape option from the Battle and send the Avatar back to the map.
(1 edit)

A new version of the game is now ready to be played!

This version add a few new things, but will make your game more enjoyable.

First of all, now the Escape button works, so when it's your Avatar's Turn and the battle is getting too tough for you, you can escape.
Think well, because all the cards currently in your hand and the ones on the Battlefield will be lost!
You will save only the Avatar, with its current HP value and the other Cards that are still inside your Grimoire.

The Escape has automatically success, however you will find yourself in the same hexagon of the map with the Enemy's Avatar still in the same tile. You can move in any adjacent tiles as usual, but if you then go back to the tile where you escaped the battle, you will face again the previous Enemy's Avatar. Be aware that the Enemy's Avatar will have again full HP and a new set of Cards. The Cards might vary both in quantity and type.


The other news, still regarding the map, is that now locations can be found also on Forest, Hill and Mountain tiles.
If you are a supporter of the project, you can access to the Supporter's Files to know more details about what type of Enemies you can find in those locations, their Cards, chances to appear and so on.


Last news, still related to the map, is that now your Avatar has a frame around, in this way it should be a bit easier to distinguish which one is which in the map, when it gets crowded.

Please refer to the Game Versions post to see all changes in every versions from the first one to the current one.


KNOWN BUGS:

  • When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line.
  • Sometimes after Game Over, the new game doesn't show correctly the Cards in the Deck Creation screen (bug notices for now sporadically only with the Random Deck choice). [A first bugfix attempt has been made, need to see if the bug occours again or not].
  • Sometimes Escape Button is visible when it's not the Player's Avatar's Turn.

  • It seems that sometimes during Deck Building screen, when there is a reward from defeating the Enemy, lost cards are not removed properly from the array, leading in having on that empty slot a Bear with 0 HP.
  • Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).
  • Enemy always fight and never try to go beyond Player's line.
  • When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).

  • When escaping from Enemy, they can Intercept.
  • CPU does not attack Player's unit that moved over them to attack their Avatar.

  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units.
  • (Visual) When going in the map from the first battle, if the spawn happens next to the costal water, water tiles are not visible.
  • Sometimes the die roll can be heard twice.
  • Sometimes the Text in the Battle is displaying outdated instructions/tips


Thank you for following the project and your support!

I have created the poll on itch.io directly, as I was mentioning before, you can go ahead there to vote, now you can vote more than one thing if you like. Upvote the priority ones, Downvote the ones that yo think are not good for the game (if any) and leave the rest untouched, that means "nice to have, but not a priority".

It's not great, but it should work.

10) Save System (Automatically saves during the game, and option for New Game or Continue previous game. File will be saved on local browser).

9) Options Menu (Enemy Actions audio: setting for full SFXs as player's Cards, simple and generic SFX, no SFX).

8) Options Menu (Change Max Map Size).

7) Options Menu (Enable/Disable dynamic Initiative sequence).

6) Options Menu (Automatic Victory or Defeat when one of the two Avatars has no more cards on the Battlefield and in the Deck).

5) Options Menu (Audio settings. SFX and Music individual % volume level).

4) Adding Special Skills (Troll regeneration, Ghoul recovers 1 HP every time it damages a creature).

3) Show Lifebar on Grimoire screen.

2) Additional SFXs for each creature (Injury, Death and Retire).

1) Add Music.

Maybe, my issue with Discord is that it becomes hard to follow and find topics. Also, because of that, I would need moderators and such that read all the chat, because people tends to write much more and go off topic. Therefore it will take lot of time away from developing to go through all the writing. It might be not an issue at this stage, but it could be in the future.

I could use maybe partially Discord for some features and leave the rest here.
The poll issue however remains, people needs not only to register on Discord, but also to be a member of that channel just to be able to vote.

(1 edit)

Thank you very much for your kind words and support! I should release a new version by the end of the week, so keep an eye on the game page for little improvements.

I thought it was possible to vote on Patreon without being a member, I need to find a workaround. Unfortunately itch.io doesn't support polls yet, despite people have asked it many times. I prefer to don't use too much external websites for polls and such, I just tried with Patreon since I have already an account for it. I was thinking to collect manually votes on itch.io reading comments, but it will work only on small scale. Alternatively I can open a post with the poll, then add replies and let players upvote/ignore/downvote replies/choices, but it might become messy, especially if someone start to add their replies to the vote section.

What do you think?

Thank yo again for be the first supporter of the game, let me know on this post, what do you think about the Supporters Files, so I know how to improve them. I will add more content to those as the game keep evolving:
https://itch.io/t/4553727/become-a-supporter-and-get-access-to-the-supporters-fi...

EDIT:
I just tried to vote on the Patreon poll your choice with a private page, only now I found out that it asks the registration. I didn't want to try to click to influence the vote. Sorry about it, I need to create a workaround for the problem.

Hahaha great start dachshundstudios! That's a real tough choice! :D

Thanks for pointing tat out, it never happen such a start in all my test, I guess you got the one on million chance! :D

In such case, the only strategy you can try at the moment, due to the limited CPU skill, is to advance with the Bear that has armour 1 and try to kill the enemy's Skeleton Avatar. Leave the eventual cards you have in the defence line and give preference to deploy Troll or Ogre as defenders in order to absorb as much hits to protect your Avatar, otherwise deploy units that have high Defence value and have more chance to evade enemies' attacks. I did won some "impossible" battles in that way, but dice roll are still a part that might fail the plan. However fighting all the way try to kill every single enemy opponent will require way more luck with dice.

By the way, if you enjoy the game, you can vote the next feature you would like to see developed first in my first funding Goal: https://www.patreon.com/posts/goal-1-choose-to-121904287

The current development for core mechanics includes the features mentioned in this post: https://biim-games.itch.io/grim-grimoire/devlog/881615/core-game-development-roa...

If you feel like to support the game development, you can access to the Supporters Files that give more detailed information about the game mechanics, so you can plan better your next move both on the Battlefield and while in the Map screen: https://itch.io/t/4553727/become-a-supporter-and-get-access-to-the-supporters-fi...

Thank you for taking the time for playing the game and following it, I really appreciate it!

Hi everyone, I'm developing a new free browser game. It's a deck building game with exploration part. The twist is based on the "Though Choice", the theme of the game jam where I created the game. Every time you earn new cards as part of a loot or bartering, you will lose some of your previous cards. Likewise, when playing a card from your hand, you will lose the rest of the hand.

Cards carry over their injuries between battles and once their life goes to zero, are lost.

Will you be able to reach the amount of cards needed to free your soul from the Grim Grimoire and rejoin your body?

The game is still in development, but you can already play it and know more about the game here:

https://biim-games.itch.io/grim-grimoire

If you are passionate about this type of game, I would be glad to hear a feedback from you about Grim Grimore.

Thank you! :-)













(3 edits)

Which features do you want to see developed for Goal 1?
Choose your most favourite ones, the top 3 will be developed as part of Goal 1.

In case more than one feature will have the same votes, I will pick one for Goal 1 and add the other(s) to Goal 2.

1) Add Music.
2) Additional SFXs for each creature (Injury, Death and Retire).
3) Show Lifebar on Grimoire screen.
4) Adding Special Skills (Troll regeneration, Ghoul recovers 1 HP every time it damages a creature).
5) Options Menu (Audio settings. SFX and Music individual % volume level).
6) Options Menu (Automatic Victory or Defeat when one of the two Avatars has no more cards on the Battlefield and in the Deck).
7) Options Menu (Enable/Disable dynamic Initiative sequence).
8) Options Menu (Change Max Map Size).
9) Options Menu (Enemy Actions audio: setting for full SFXs as player's Cards, simple and generic SFX, no SFX).
10) Save System (Automatically saves during the game, and option for New Game or Continue previous game. File will be saved on local browser).

HOW TO VOTE.
Search the features among the below comments, you have 3 options:
- UPVOTE the features you like more and consider a priority
- DON'T  VOTE features you like, but that are not a priority for you.
- DOWNVOTE only the features that you think are a terrible idea for the game.

The poll will be open until it reaches the Funding Goal of $100.
Then a new poll will be open until it reaches its goal.

(1 edit)

You can contribute to the development of Grim Grimoire with a contribution that will help me to reach the next Funding Goal.

With every contribution of $2 or above, you will also have access to the Supporters Files, a bonus pack of game information as the Card List, containing all the Cards stats, the Encounters mechanics and all the future documents and gift that will be created during the game development.

Go to the Download section to become a Grim Grimoire supporter!


I have added an Index to the game page, in this way you should be able to go and check quickly eventual details about needed instruction.
Check the Index here.

Yes, let me know. You might develop a game I could fall in love with, who knows? :-)

By the way, if you need again my tutorial links let me know. You lost the link when you deleted your game submission page.
Don't try to make too big projects at first, start small so you don't lose confidence and you will learn soon lot of experience!

(2 edits)

This is the first version released to public after the game jam version. You will notice lots of new things, please refer to the Game Versions post to see all changes in every versions from the first one to the current one.

Main new things are the map that can be explored and elements in the map that makes the game finally playable.
Now there are Locations and Enemies. Locations will give you a chance to trade cards and increase your Grimoire size, while fighting with Enemies might let you lose or earn cards, depending on how the battle goes and how many cards are present in the enemy's grimoire.


The map is procedurally generated at every game, so every time you will have a new game experience.

The game still doesn't have an end since I am still working on features to add, but in a few days a first core game should be ready.

Also about the audio part, now all creatures have sounds effect for all their actions. Options are still not available, so bare with me for a while and I will let you customise the game if you want to remove those SFX.


Further game development will involve the community, were you will have voice to decide what I will focus on, using polls. Also further development will be carried on only if there is interest and support from the community. I will create goals to cover development costs and the next stage of development will start once the goal has been reached with donations. More details about this soon, in another post.

I have a list of bugs that I will publish, so you will not have to waste your time in reporting those, but if you find new problems please comment on this post.


KNOWN BUGS:

  • When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line.

  • Sometimes after Game Over, the new game doesn't show correctly the Cards in the Deck Creation screen (bug notices for now sporadically only with the Random Deck choice). [A first bugfix attempt has been made, need to see if the bug occours again or not].

  • Sometimes Escape Button is visible when it's not the Player's Avatar's Turn.

  • It seems that sometimes during Deck Building screen, when there is a reward from defeating the Enemy, lost cards are not removed properly from the array, leading in having on that empty slot a Bear with 0 HP.
  • Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).

  • Enemy always fight and never try to go beyond Player's line.
  • When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).

  • When escaping from Enemy, they can Intercept.
  • CPU does not attack Player's unit that moved over them to attack their Avatar.

  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units


Thank you for playing Grim Grimoire and for your support.
I'm sure this game can improve very much with your help!

Simone
Biim Games

Grim Grimoire community · Created a new topic Game Versions
(6 edits)

Ver 0.15.0   10/02/2025 - 17/02/2025 (Published Version)
[ Check Details and Known Bugs ]

  • NEW: Now Player can Escape from a battle during the Player's Avatar Turn.
  • NEW: Locations now may also be present in Forest, Hills and Mountains, in addition to Plains.
  • NEW: Added Frame to Avatar in the Map screen to help to distinguish it from other Creatures.
  • BUGFIX: "Lose" was mistyped as "Loose".


Ver 0.14.3   04/02/2025 (Published Version)
[ Check Details and Known Bugs ]

  • NEW: When getting cards from visiting a Location on the map, the Location type might influence the variety and quantity of card offered, earned and lost.
  • UPDATE: Made colours tone darker for Battle screen and Map screen to give a more 'grim' atmosphere.
  • UPDATE: SFX for movement are not played on the map if there is a previous one already in play.
  • BUGFIX: Retire button was sending the Avatar into the Grimoire instead the current active Creature.


Ver 0.14.2   02/02/2025 - 03/02/2025

  • NEW: Added Community Message screen for project involvement and support.
  • BUGFIX: Game was stuck if the Enemy didn't have space to summon a creature on its defensive line.
  • BUGFIX: Player's hand was shown when there wasn't available slots to summon a new card (might be show in the future when non-creatures cards will be available). Also the Pass Button wasn't visible, so the Player couldn't pass to continue the game.
  • BUGFIX: Injuries were not carried over.
  • BUGFIX: It was possible to move and attack multiple time with the current active Player's creature.
  • BUGFIX: It was possible to interact with Enemy's Card during their turn, letting them move or attack at the same time they were doing their actions.
  • BUGFIX: When going back to the Map, if the creature previously used as Avatar was lost, it was still shown. Now, in case the previous Avatar present in the map is lost, the first card of the Deck will be used as Avatar.


Ver 0.14.1   01/02/2025

  • NEW: Added SFX for Bear, Ghoul, Giant Rat, Ogre, Troll, Zombie, Wolf (Avatar, Summoned, Move, Melee, Range, Intercept, Game Over, Victory).
  • NEW: Added SFX for Shield and Miss.
  • NEW: When the Avatar moves on the map, it plays a random SFX between Avatar, Move, Summoned or Victory.
  • UPDATE: When Enemies are spawn on the map, they are now mirrored to help to distinguish from the player's Avatar.


Ver 0.14.0   30/01/2025 - 31/01/2025

  • NEW: Map spawns Enemies.
  • NEW: When moving to a Tile with Enemies, the game moves to the Battleground screen.
  • NEW: Battleground Background changes according to the Tile Location.
  • NEW: Added Blood SFX, and Transition SFX to Battlemap.
  • NEW: Enemy Deck size is decided depending on the Tile and Location.
  • NEW: Enemy Deck Cards are decided depending to the Tile type.
  • UPDATE: First Enemy has limited Cards choice (Goblin, Orc, Giant Rat, Wolf, Skeleton, Zombie, Ghoul).
  • UPDATE: Changed the Text in the Deck Creation screen from "Cards to take: X" to "Take X Cards, Loose Y".


Ver 0.13.6   30/01/2025

  • BUGFIX: Losing the game was considered a Victory.
  • BUGFIX: Remove Text "Available Cards" and "Choices to Do: 5" in the Deck Creation screen when choosing a Random Deck.
  • BUGFIX: When adding new Cards on the Deck after a Reward, Cards were not always landing on the first available slot.


Ver 0.13.5   29/01/2025

  • NEW: Locations are faded and destroyed when moving to the Deck Creation screen.
  • UPDATE: Made Map Layout persistant.
  • BUGFIX: Avatar's Action Button Texts were not updated with the installed Cursive Font.
  • BUGFIX: Attack didn't change the status to 'Used' if the attack was a miss.
  • BUGFIX: Move didn't change the creature status to 'Used'.
  • BUGFIX: Card offered during Trade had incorrect current HP value (were taken from last Enemy's Deck).


Ver 0.13.4   27/01/2025 - 28/01/2025

  • NEW: Going on a Location brings to Deck Creation screen with a number of Cards that vary, as its type, depending on the Tile Terrain.
  • BUGFIX: Spawning locations for Plains (it was spawning on all Tiles the same Location).
  • BUGFIX: Going to Deck Creation after a Battle, didn't show anymore any Card (Layer Icons was renamed Cards and references not updated).
  • BUGFIX: In the Deck Creation screen, during Trade and Loot, "Your Cards" and "Available Cards" text were swapped.


Ver 0.13.3   26/01/2025

  • NEW: Spawning locations for Plains.


Ver 0.13.2   25/01/2025

  • NEW: When reaching the edge of the map, Sea Tiles are shown.
  • NEW: Tiles fades in when discovered, and partially fade in and out when rediscovered or left behind.


Ver 0.13.1   24/01/2025 - 25/01/2025

  • NEW: Player's Avatar Move on another Tile if clicked on the Map.
  • NEW: Added Camera to Map (follows Player's movement after the Avatar arrived at destination).
  • NEW: Tiles that are not adjacent to the Player's Tile, become semi-transparent.


Ver 0.13.0   23/01/2025

  • NEW: Added Map (under development).
  • UPDATE: Darken Cards and other part of the game to give a more "grim" atmosphere.


Ver 0.12.2   13/01/2025 - 22/01/2025

  • NEW: Added Video Recording Function (Disabled, need to be activated when recording is needed).
  • NEW: Added Font z003 directly in the project (previously used with the name Cursive).
  • UPDATE: Removed "Choices to do" at the bottom of the scroll in the Deck Creation page, since now the same line is always on top of the scroll and it was redundant.
  • UPDATE: Changed Lifebar colour from blue to green, in addition each HP is individually visible for better see the injuries.

GAME JAM VERSIONS:

Ver 0.12.1   13/01/2025 (Published Version)

  • NEW: After battle, when a new card is acquired, two are lost.
  • BUGFIX: Sometimes Turn was messed up during the death of the Enemy's Avatar, causing the Player to Loose the game instead.


Ver 0.12.0   13/01/2025

  • NEW: Deck Creation Layout Load correctly Cards from Player's Grimoire.
  • UPDATE: Hidden Action Buttons, Icon Frames and Icon Status once reached the Victory.


Ver 0.11.0   13/01/2025

  • NEW: When Winning a Battle, Left over Cards are saved into the Grimoire and the one present in the Battlefield moves towards the Grimoire before disappearing.
  • NEW: Added Title Screen.


Ver 0.10.2   13/01/2025

  • NEW: Added Introduction story on Menu Layout.
  • NEW: Added Difficulty Choice on Menu Layout.
  • NEW: Added Victory and Game Over VFX when the battle conditions are met.
  • BUGFIX: When the Player Pass the Turn, Avatar buttons were not hidden.
  • BUGFIX: Game stuck when Enemy tried to move forward but the line was all occupied by allies.
  • BUGFIX: Pass Turn text was not displayed.


Ver 0.10.1   12/01/2025

  • NEW: When there are no more Cards in the Player's Deck, an Icon to Pass the Turn will be available.
  • UPDATE: Enemy can perform all its actions by itself (Move, Melee, Range, Intercept, Pass Turn when no more Cards are in the Hand).


Ver 0.10.0   12/01/2025

  • NEW: Enemy starts to perform some actions by itself.


Ver 0.9.0   12/01/2025

  • NEW: Adjusted SFX play during battle.
  • NEW: Added Variable to regulate delay between VFX and next action.
  • NEW: Added VFX for Missed and Shield.
  • NEW: Enemy is able to Intercept Player's Creatures.
  • UPDATE: Used Status for all Creatures changes to Idle when a new Turn starts.
  • UPDATE: Update Player's Hand Message, saying that the rest of the Hand will be lost.
  • BUGFIX: Killed Enemies didn't move in their Cemetery.
  • BUGFIX: Attacks, couldn't target Enemy's Avatar (Enemy Avatar's Slot didn't record Avatar's UID).
  • BUGFIX: After Melee or Range Attack, the turn was not completed and another action could be performed.
  • BUGFIX: It was possible to use Action Buttons when they were invisible.


Ver 0.8.0   11/01/2025

  • NEW: Move, Attack and Range Buttons are correctly visible (with related stats) to show if the Creature can or not perform such actions).
  • NEW: Move, Melee, Range, Intercept and Retire Button works.
  • NEW: Retire Action saves the current Card into Array_Grimoire_Player.
  • NEW: Added Audio Function.
  • NEW: Added SFX for Bear Attack, Blood, Giant Rat Attack, Giant Rat Move, Goblin/Orc/Skeleton (Avatar, Summoned, Move, Melee, Range, Intercept, Game Over, Victory).
  • NEW: Added VFX for Blood.
  • UPDATE: Changed position of lifebar a bit more outward in order to don't overlap with Icon Frame.


Ver 0.7.0   10/01/2025

  • NEW: Cards in the Hand that are not used are destroyed.
  • NEW: Added Icon Frame around Active Creature.
  • NEW: Initially disable Move, Attack and Range Buttons to be activated if those actions can be performed (this second part is not done yet).
  • BUGFIX: Made Transparent Battle Slots that were previously active slots when Next Creature function is called.
  • BUGFIX: Slot Occupied by another creature was set with Opacity 100% during Summoning.


Ver 0.6.0   09/01/2025

  • NEW: Draw Hand for Player.
  • NEW: Avatar can Summon Creatures (need to be checked later on if they are Intercepted during Summoning).
  • NEW: Initiative Order works (Tested only with the two avatars and a Turn restart. Can't proceed until Creature Actions are created).
  • NEW: Created Icon Status (Idle [no icon], Intercept and Used).


Ver 0.5.1   08/01/2025

  • NEW: Holding Touch on an Icon_Card in Battleground, shows Card's Stats.
  • UPDATE: Removed Avatar Buttons (Summon Creature and Cast Magic) and added Player's Hand to be played directly. Left only Escape button and moved in different location.
  • BUGFIX: Icon_Cards, Button_Actions and Battle Slot had Collision Box guessing the shape. Now set to Bounding Box.


Ver 0.5.0   08/01/2025

  • NEW: Added option to start game with Random Deck.
  • NEW: Created Initiative Order Array & Function.
  • NEW: Added Actions Buttons UI (Move, Melee, Range, Intercept and Retire).
  • NEW: Added Avatar Buttons UI (Summon Creature, Cast Magic and Escape).
  • NEW: Added sound for rolling Dice during Initiative.


Ver 0.4.0   07/01/2025

  • NEW: Player can choose their Avatar and drag it to the related Battle Slot, then the Enemy Avatar is shown (first Creature of the deck).
  • NEW: Added Function for rolling Initiative.


Ver 0.3.0   06/01/2025

  • NEW: Creating Battleground Layout.
  • NEW: Once reached 5 swaps in Deck Creation Layout, the game moves to Battleground.
  • NEW: At the start of the Battle, the first 5 Player's cards are drawn (the Player will have to choose their Avatar from one of those creatures).


Ver 0.2.0   05/01/2025

  • NEW: Drag & Drop (Drop) brings Icon Card over the other cards.
  • NEW: Drag & Drop on Player's Card Area a New Card, swap the position with the Lost Card and display updates info of both cards + remaining swaps to do.

I'm looking forward to see what you are going to do next time :)

Thanks, that's actually a nice idea, however that might lock the player in an area without too much chance of progressing. It's already possible that it happens with water, but unlikely, but if I add the mountain too, that's 2 type of Tiles out of the 5 available, so chances becomes quite high for a lock. I could add that idea in the future if the player is able to find an item or something else that grants the ability to move on mountain, in that case the limitation would be only partial until a certain point.


What I am wondering to do is to add the classic movement cost that makes the mountain not the best choice to go through, but at the moment the game doesn't have a time restriction, so counting days for traveling has no effect in the game.


What is instead present now is an higher chance to find tougher enemies on the mountain, both in terms of quantity of cards in their deck and in terms of tougher card/creatures.


A new test version of the game should be ready tomorrow or the day after, still not complete, but I want to get the core mechanics right before adding options, instructions, game ending and the like. With the current version I am working on now, all card/creatures now have sfx, the player can navigate on the map, find locations where to earn some cards and lose others and also find enemies with different deck type and size to battle. You can actually finally reach the game limit that would let you end the game (10, 20 or 30 cards in your deck), but there is no end game yet, so the game just continue endlessly or until you find all location and defeat all enemies. I have a list of bugs, but I will publish the game before clearing all of them, just to give you and the others something to play in the meantime ;-)


Thank you for your passion and support for the game! :-)

Sounds a good plan. Best of luck to make it a complete and successful game.
I'm sure there is a wide audience for mobile games, on PC you might find it hard to monetise, unless you use ads like in a similar fashion I would use for mobile too. Another option are game portals too.

Great potenti al for an educational game. Congratulations! :-)

(1 edit)

I see, thank you GameFavorites for the explanation! :-)

Well, that explains a lot. But for people from the outside (or lazy like me) it will be unintuitive and frustrating. Would be nice if you could somehow introduce player to this in game. Maybe some small storyline?

Yes, definitely, now that the game jam is concluded I can work on the game and improve it, especially adding in-game information about how to play and why of some restrictions. Need to make a brief story around it ;-)

Ok. Now I understand why there were those die rolling sounds. You could tweak the description with some better spacing / die icons. Should be much more intuitive for more casual players.

Yes, I supposed to add a die with the result and show some sort of battle log, but I scrapped the idea for the jam, postponing for later.
There will be an option to show those calculation for players that wants to see them.

This leads me to another issue - I've seen creatures with blue progress bars. I didn't know what they really are until some creature got damaged. I was suspecting some kind of mana / energy and that damage bar is not yet implemented due to my bad luck and miss mechanic. I think you should stick to the convention and use green bars. I would even argue they should be horizontal.

You are right, originally they were green, but the colour was confusing a bit with the background, so to avoid issue for players that might have visual difficulty, I changed it to blue for higher contrast. Will probably go back to green having an outline or such.
I tried to have horizontal bars, but initially that wasn't working because in my first game layout, creatures were overlapping to give a sense of dept, I then discarded the option due to the difficulty of showing the lifebar and understand which one is which, especially on small screens as mobiles, that's why the design changed as it is.  I like the idea of overlapping the creatures, so I might find a way to show them in that way, probably another option that players can take advantage of, when playing on computer screens.

As you can see, having the bar horizontally would be confusing if I do the overlapping. I will play around with these options and see what I can do to make it looks nice and at the same time be functional :-)

I agree. But i still think it should be easier said than done. I think Hearthstone's Taunt mechanic would fit here much better. It should provide very interesting choices and game dynamics. You could put some barricade to protect your weak hero. Oponent could counter that with rats who could still be able to breach it. Some bigger creatures like Troll, Ogre or Bear could have taunt too and maybe only swift/flying units could pass em. Maybe you could make em blind / frozen or apply any other cool counter effect.

It sounds a good idea to me, it's similar to some of the additional cards I planned to have. There will be more stuff than just creatures in order to create different combos ;-)

Thats cool for me. But for many lazy users it may be a big blocker. You should think about some form of guidance explaining the core concepts - especially those unique for your game. I know it's a lot of work and not for a game jam. But now you have little bit more time I suppose :)
You are right, and as said at the beginning, in-game info is one of the first things I have to develop to let players understand how the game works. Unfortunately no one wants to read any more manuals :-D

Thank you again for contributing to the development of Grim Grimoire! :-)

Just a curiosity, what's the difference between Score and Raw Score? I saw that for some games they are identical, while in other games they differs.

Congratulations, I am looking forward to test it with custom inputs if you will add that one day, so I can feel less stupid fighting the bosses! :-D

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I'm terrible in remembering names, so I don't remember too which one was your game.

First of all, don't worry about the result, hey I'm not happy too to don't have won, but honestly there were many entries better than mine I can't really say my game was better than most of the ones above me. I can disagree with someone being above my game, but here we have to consider many factors.
Here some for example:

1) Not every game was rated by everyone. That means that most of people played the games they like. For example, if developer X loves adventure games and doesn't have much free time, it's unlikely that will try a sport game that is a genre that doesn't like.

2) Everyone has different taste. Take just one thing of the many present in a game; art. Someone loves pixel art, others can't stand it. When they go to rate that there will be an influence from those preferences. Yes, a nice pixel art game can be appreciated even by the ones that don't like the style, but someone can vote with 5 stars, while others with 4 and when there are only 5 stars to assign for vote, sometimes is even difficult to decide if a game deserve that additional star. Consider then that all votes might have just a slightly difference, but that can cause a game to start to go down on the leaderboard. Look for example the difference between 2nd and 3rd place in the overall category. Dear God... scored 4.046 stars against Orebits that has 3.989. Those are basically both 4 star games, but just by a tiny fraction of a star, one game went above the other.

3) Quantity of votes. Again take the Dear God... and Orebits. The first got only 13 votes, while the second 18. However those that votes Dear God... made a big difference, because with small amount of voters, people can make an overall big change in the average of a game. If someone votes all 1 star in a game that gets such small amount of votes, that will drop the game very low even if the other voters gives an average of 4 stars.

Other things that you have to consider is that first of all, you won anyway. You made a game in a short time, it doesn't matter if you completed it, have it partially working or end up having a messed up game in your hand. Experience is a factor that can only grow. There is no such thing as gaining negative experience. You have learn something for sure. You now know how to manage better your time when developing a game, you know what people like about your game, what can be improved, you know how to create a particular function for the code that you never created before and so on. So you have already won, getting experience. Yes, no free Construct 3 license, but is the price of a license higher than the money you can get if you know how to develop a good game? Probably not. If you learned how to make a good game, even if it sells only 1000 copies and you make $1 per copy, you still made more money than the value of the license and the good thing is that your experience doesn't have an expiring date ;-)

Now you have also another thing to consider. You made a game, again, I don't recall your game, but I am happy to talk about it. Actually I saw that you reply twice to my comments on your game, but I can't see anymore the discussion. So, if I gave you a feedback it means it was already good for you. You got people's attention and they were happy to give you a feedback. Believe me, being ignored is much worse than an eventual feedback that says what you should improve on your game. Because no feedback means that you have no idea why people doesn't like your game, so again as my previous point, the feedback gives you experience. Now you have a game and if the game is expandable, you got already a prototype that you can use as base to develop a commercial game. Is that a bad thing for you?

Another additional point is, what type of game people has developed for the competition. See, someone opted for a small little game that is nice to play, but it's difficult to expand, while others like me has decided to create the base for a game that can be developed in greater scale later. So, for me, the real victory wasn't to get the C3 license, yes it would have been good for my ego, I admit it, but the best prize for me is to have people that are giving me feedback and are sincerely interested in see the game developed further more. If I arrive last at the competition, but those following the project will help me to reach my first 100 or even 1000 fans, do you think I would care to be the last one in the leaderboard? Have you ever seen singing competitions where someone wins and no one cares about their song and the ones that perform poorly in the competition becomes instead the big hit of the year? I saw it happening basically all the time in the Italian song contest. Here it could be the same.

I can keep talking about many things, I did lots of game jam and while my very first jam was a disaster, and that was in person where I had to travel and pay to participate, the following year I won the same competition and the year after as well. So, again, the experience you had this time, will help you next time.

Now that I am writing, it comes in my mind that your game was maybe the vertical shooter with the fight with your brother at the end. Am I correct?
If so, I gave you links to my YouTube channel, with suggestion on how to improve your skills. If I recall well, it was your first time using Construct, so hey, that's a big win for the first time. You made a working game with a new engine in a short time and people liked the twist of fighting your brother at the end. Again, not sure if that was your game, but if so, that wasn't bad at all. It's just that there were so many nice game from people with years of experience. Some games were developed by two people, so that's another "unfair" point, if you look at it in a competitive way, but don't worry, you have a base for a game that you can expand or maybe just abandon, but you learned something. In the future you might find someone asking to develop a game for them as freelancer, maybe they want to develop their dream game, it happens often with artists that can't code. You could help in making their dream become true because you made this game in this jam and learn from it. I get some of these jobs because I do lots of little games of different type as prototype and I never regret the time spent in making a little game that maybe no one played, because that game could bring me enough money in the future for live for a few months.

Now after all this reading, how does it sound your experience? Still bad? If so, don't worry, in a few days or maximum weeks, you will have understood the prize and gift that you made to yourself with this experience :-)

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