My BFF! Glorpol! by xel
After performing a forbidden ritual, our wizarding hero gives life to a very special monstrosity! But it's not all bad.. if you can help keep Death at bay.
Controls - Movement: WASD - Interact/Attack: Spacebar - Cast Spells: 1, 2, 3 - Dialogue Response: Mouse Click (sorry!)

| Youtube | https://github.com/matthewvroman/LD46 |
| Youtube | http://matthewvroman.com/dev/ld46/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/46/my-bff-glorpol |
Ratings
| Overall | 20th | 4.184⭐ | 40🧑⚖️ |
| Fun | 77th | 3.958⭐ | 38🧑⚖️ |
| Innovation | 612th | 3.181⭐ | 38🧑⚖️ |
| Theme | 540th | 3.653⭐ | 38🧑⚖️ |
| Graphics | 17th | 4.486⭐ | 39🧑⚖️ |
| Audio | 57th | 3.957⭐ | 37🧑⚖️ |
| Humor | 10th | 4.311⭐ | 39🧑⚖️ |
| Mood | 84th | 3.941⭐ | 36🧑⚖️ |
| Given | 32🗳️ | 41🗨️ |
So, here's a little bit of feedback!
Feel free to ignore most of the things due to jam scope etc, but as always I’ll give feedback considering you’ll work on it after the jam.
Could’ve been better:
- Battle music is too short, the loop becomes really noticeable
- Grinding is really boring, and it makes the game feel like a task, instead of a challenge that I want to overcome
- Apparently the answer you pick doesn't matter, since most of the answers are similar with different wordiness
- A lot of hand-holding and explanations, instead of just letting the player explore, showing "the key before the lock". That makes me reading the text more as obligation instead of I'm curious of what this means. I'd make that optional.
Good points:
- The art is amazing
- Overall atmosphere and the dialogues are really fun!!!!
- The lobby music is amazing
Hope that helps, and if you happen to update this game, come back here in your comment section to remember me and drop me a tweet or something!
If you have time, please click on my profile and give me some constructive feedback on my game (:
See ya!
P.S. Make sure to keep rating games, so this masterpiece gets up there on the leaderboards!
1 - Mecânicas, Aprendizado e Fluxo:
Achei muito interessante ter a sala antes do local dos combates, com interação com os outros dois personagens, fora o personagem do jogador (PdJ).
Senti que há ilusão nas escolhas entre as falas, mas que cada escolha faz a narrativa ser um pouco mais individualizada (mesmo que algo ilusório).
Toda a mecânica foi muito interessante, só não gostei da dificuldade em se posicionar para lançar as magias (entretanto eu não saberia dizer a melhor forma de resolver isso, por conta de ser em tempo real e qualquer modificação nas velocidades dos personagens alterar bastante o balanceamento).
Aprender a jogar foi rápido, ainda mais com o tutorial (em jogo).
O fluxo de jogo foi crescente, mantive-me imerso dentro das batalhas, entretanto sair da cena de batalha me fez parar para resolver algo (na vida real), então é um momento de descanso, mas é também um momento de saída da imersão (talvez proposital). Caso o interesse seja na imersão em conjunto com a ação, talvez seja interessante adicionar um botão para "próxima onda" em vez de voltar para a sala (mas isso pode quebrar o fluxo narrativo).
Para tempo de Ludum Dare, creio que tanto as mecânicas, quanto o aprendizado e inclusive o fluxo de jogo foram bem aplicados.
2 - Gráficos, Áudio, Narrativa e Polimento:
Achei interessante a forma como foram feitos e a escolha por rotacionar o sprite (isso ficou engraçado também).
Sobre ter como sair da câmera, indo para além da tela, eu não sei se é uma coisa muito boa (especialmente sem uma seta mostrando a própria presença e a de inimigos na área externa).
O áudio ficou bacana para tempo de game jam, apenas apontaria polir/melhorar o áudio fora de batalha (por ser um pouco cansativo). O tema de batalha me agradou bastante.
3 - Cultura:
Culturalmente vi referência ao Fullmetal Alchemist Brotherhood.
Não sei se foi proposital, mas o "esqueleto/ceifador" me lembrou uma animação que passava na televisão também (The Grim Adventures of Billy and Mandy).
Lida com vitomancia e com a questão moral de manter vida (dando como saída o simples fato de pagar um preço para fazer algo que (a priori) seria errado (aos olhos da "morte")).
Creio que o jogo possa ser polido e que, se for do interesse da equipe, fazer a "prequel" da história, justificando a solidão do aprendiz/feiticeiro (talvez envolvendo a família dele).
Assim o jogo poderia dar um retorno cultural, sustentando na mecânica base já elaborada.
4 - Monetização:
Creio que se o jogo for estendido para antes do início, ele possa (tirando proveito das mecânicas e do aspecto artístico) ser vendido em stores como itch.io. :)
1 - Mechanics, Learning and Flow:
I found it very interesting to have the room before the fighting location, with interaction with the other two characters, apart from the player's character (PC).
I felt that there is an illusion in the choices between the lines, but that each choice makes the narrative a little more individualized (even if somewhat illusory).
All the mechanics were very interesting, I just didn’t like the difficulty in positioning myself to cast the spells (however I wouldn’t be able to say the best way to solve this, due to being in real time and any changes in the speed of the characters change the balance a lot ).
Learning to play was quick, especially with the tutorial (in game).
The game flow was increasing, I kept myself immersed in the battles, however leaving the battle scene made me stop to solve something (in real life), so it is a moment of rest, but it is also a moment of exit from immersion ( maybe purposeful). If you are interested in immersion in conjunction with the action, you may want to add a "next wave" button instead of going back to the room (but this can break the narrative flow).
For Ludum Dare's time, I believe that both the mechanics, the learning and even the game flow were well applied.
2 - Graphics, Audio, Narrative and Polishment:
I found it interesting the way they were made and the choice to rotate the sprite (that was funny too).
As for getting out of the camera, going beyond the screen, I don't know if it's a very good thing (especially without an arrow showing your presence and that of enemies in the outside area).
The audio was nice for game jam time, I would only aim to polish / improve the audio out of battle (because it is a little tiring). The battle theme pleased me a lot.
3 - Culture:
Culturally, I saw reference to the Fullmetal Alchemist Brotherhood.
I don't know if it was on purpose, but the "skeleton / reaper" reminded me of an animation that was on television as well (The Grim Adventures of Billy and Mandy).
It deals with vitomancy and with the moral question of maintaining life (giving as a solution the simple fact of paying a price to do something that (a priori) would be wrong (in the eyes of "death")).
I believe that the game can be polished and that, if it is in the interest of the team, do the "prequel" of the story, justifying the loneliness of the apprentice / sorcerer (perhaps involving his family).
Thus, the game could give a cultural return, based on the basic mechanics already elaborated.
4 - Monetization:
I believe that if the game is extended to before the start, it can (taking advantage of the mechanics and the artistic aspect) be sold in stores like itch.io. :)
The artstyle is cute. I see potential for developing further.
It didn't offer anything new in terms of gameplay or ideas, but it delivers an establish style very successfully.
I couldn't get to level 6. :slight_frown: 
@nyunesu Thanks for the feedback! Agreed about the music. Regarding grinding, I definitely wish I could have made it less repetitive. I ran out of time and wasn’t able to put in the other enemies I had planned! For the tutorials and dialogue, I definitely see how it could be a bit handholdy. I initially wanted the entire game to be dialogue focused but shifted away from it day 2, I think the remnants of that initial direction don’t mix too well with the new core of the game! Thanks for your feedback!
@snesgaard Agreed! I wish I had time to get in the other two enemies I had planned :(
@madebychaz Thanks for the feedback! I originally had planned on much more expansive dialogue but at 4am in the morning I just started slugging things in! Audio was last minute so I was just happy to have something in haha.
@automatonvx Agreed about dialogue dragging on and combat feeling repetitive! If only I had time to put in more enemies :(
@marcelo-zoletti You found one of the bugs! I didn’t have enough time to fix it and figured it wasn’t too game breaking :) For spell casting I wanted to balance the players decision between attacking and spell casting. I think if I put in an ability to push back enemies that it would help quite a bit.
@scott-steffes Thanks! Making games is actually my day job so I do have a fair amount of practice!
@emperor-eagle Thanks so much! Agreed about the dialogue for the jam. If this was a full game, it’s totally a good amount- but a bit overboard for this jam!
@thelemba Glad you found the writing enjoyable! I tried to make the tutorial unobtrusive but dialogue can definitely drag!
@emmatw Yes I would love to add different enemy types! I just need a hyperbolic time chamber!
@gustavo-christino Thanks so much for your in-depth feedback! Getting outside the bounds of the camera is definitely a bug, that shouldn’t be happening! The original idea was a mix of Frankenstein and Full Metal Alchemist so you’re pretty spot on! And don’t tempt me with thoughts of monetization! It’d be great to turn this into a full monetized product!
@melonking Agreed on both counts! Dialogue can definitely drag and the audio leaves…. a bit to be desired hah
@clblobby Shhh don’t mention it’s loose connection to the theme!
@johnnysix I didn’t explain it in the game but some spells are only front facing, so if you don’t have any enemies in front of you they will fail to fire but the cool down will still activate. If I had more time I think I would rework how that functions!
@silkworm-sweatshop Thanks so much! Yeah buff and debuff would be really cool, the freeze effect is neat to think about and probably wouldn't have been too hard to implement! Why weren't you around when I was making the game!
Negative: A little repetitive. That is literally the ONE bad thing about this game.
Glorpol: Cute. Worthy of BFF status.