One for sorrow by bisente

A random based turn based RPG about a magpie treasure tracker
A special treasure tracker finds one more trinket to build his nest.
It's not going to be an easy way back to home, but It's imperative to arrive safe.


Watch it in movement:
https://www.youtube.com/watch?v=S0ZeBCAOUfc (gameplay by @gamejamcurator, thanks!)
| Windows | https://bisente.itch.io/one-for-sorrow |
| HTML5 (web) | https://bisente.itch.io/one-for-sorrow |
| Original URL | https://ldjam.com/events/ludum-dare/40/one-for-sorrow |
Ratings
| Overall | 383th | 3.621⭐ | 31🧑⚖️ |
| Fun | 817th | 3.017⭐ | 31🧑⚖️ |
| Innovation | 294th | 3.5⭐ | 31🧑⚖️ |
| Theme | 418th | 3.607⭐ | 30🧑⚖️ |
| Graphics | 6th | 4.733⭐ | 32🧑⚖️ |
| Audio | 120th | 3.857⭐ | 23🧑⚖️ |
| Humor | 901th | 2.14⭐ | 27🧑⚖️ |
| Mood | 155th | 3.845⭐ | 31🧑⚖️ |
| Given | 36🗳️ | 2🗨️ |
Looking forward to try it again when the bug is fixed.
Soon we'll update the HTML version (we have a day job, so it's not that easy for us to update the game as fast as we would love)
But the game........... The gameplay feels really lacking. At the base of it, stopping the wheel at a good place is purely a timing thing, and the spots on the wheel basically only do the basic stuff - so basically all you want to do is hit the enemy, that's it, not much strategy to it. Heal when you're low on health. If there were some more strategic choices it might be more interesting, but right now it's just that.
And because it's so straight forward, the wait between spins are excruciating - you know exactly what you want to do, but you have to wait SO LONG to do it. And if you miss the spot you wait some more. A lot of waiting. Gets really boring really quickly.
The mechanic might have some promise if you designed more interest and nuance into it, but right now it's just not a fun game. Really gorgeous though.
Linda arte e gostei do conceito do jogo. Mesmo jogando sem som na versão web, acho que o clima do jogo é interessante. Parabéns pelo jogo. :flag_br:
I just feel there's a little too much time between turns.
I've checked your tumblr, i really love your style.
Btw, the music wasn't looping, so there was no background music in long fights.
I generaly try to find something to improve, but... Heck, it is perfect the way it is. Even making it longer (more encounters) would hurt your game. Well done!
Talking about combat, I think it would have benefit from a little twist to bring more variety into it. Otherwise, mood, art, awesome :)
Because for me, in most cases the enemy hurt himself or increased my hitpoints.
Ps. Also, I don't know why, but the mood of this game reminds me a little bit of Pathalogic (by ice-pick-lodge).
Good luck!
I find it a very innovative mechanics and it is a nice interpretation of the theme.
One remark I have is that the last 2 combats could be a bit shorter, as it can get repetitive after a while.