J-Menuing by nyxkn

Instructions
- Arrow keys
- X to select
- Z to cancel
- Check out the help screen in-game for more instructions if you get stuck - but try without!
Gamepads are also supported. If it doesn't work try with a different browser (and let me know!). Button mappings are classic JRPG, with Nintendo A for confirm and B for cancel.
Figure out how to defeat the wave of enemies in a JRPG style battle.

You find yourself in an endless JRPG battle. How quick can you work the battle menus?
A few unexpected twists will keep you sharp and alert.
Submission notes
The linux and windows builds were added after the deadline (but they're identical to the html version).
Gamepad support was also fixed after the deadline.
Software used
- Godot 3.5.1
- Reaper for music, with the freely available GeneralUser midi soundfont and AVL drumkits
- JFXR for sounds
- Aseprite for all the pixel art
- Krita for non-pixel art and image editing
- Font is m5x7 by managore
Source code available over at my Gitlab page.
Any feedback is greatly appreciated. Harsh criticism is welcome.
Ratings
| Overall | 223th | 3.456⭐ | 82🧑⚖️ |
| Fun | 186th | 3.444⭐ | 82🧑⚖️ |
| Innovation | 147th | 3.545⭐ | 80🧑⚖️ |
| Theme | 186th | 3.719⭐ | 82🧑⚖️ |
| Graphics | 459th | 2.406⭐ | 82🧑⚖️ |
| Audio | 163th | 3.405⭐ | 81🧑⚖️ |
| Humor | 224th | 2.643⭐ | 72🧑⚖️ |
| Mood | 292th | 3.06⭐ | 77🧑⚖️ |
| Given | 82🗳️ | 182🗨️ |
I do think I might like to work on this a bit more in the future though so thanks for the encouragement :) I'm also a huge fan of the older Final Fantasy games. High-five!
Overall, charming :)
```
RuntimeError: null function or function signature mismatch
at wasm://wasm/0349a45e:wasm-function[7756]:0x204155
at wasm://wasm/0349a45e:wasm-function[2740]:0xadf58
at wasm://wasm/0349a45e:wasm-function[23097]:0x6bbde0
at wasm://wasm/0349a45e:wasm-function[7725]:0x20236c
at wasm://wasm/0349a45e:wasm-function[7756]:0x204007
at wasm://wasm/0349a45e:wasm-function[2740]:0xadf58
at wasm://wasm/0349a45e:wasm-function[11816]:0x35fb1b
at wasm://wasm/0349a45e:wasm-function[23095]:0x6bbd15
at wasm://wasm/0349a45e:wasm-function[1341]:0x57d0a
at wasm://wasm/0349a45e:wasm-function[976]:0x3cae9
```
Using Chrome 103. Seems to work in Firefox though ^_^. Game controller mostly worked, except was B to confirm and A to cancel, unlike stated in the description. I'm glad the "help" was tagged as "spoilers", I had fun figuring out how to play, and it was easy to do so.
My score on my first run: 145, stage 12, 159.6s
Second run I did better: 405, stage 15, 150s
It's a little frustrating how one little mistake seems to sometimes quickly snowball into a complete party wipe, but it did keep the suspense up nicely =)
Really loved the take on jrpg battles, really unique and innovative, something ive never seen before! When skip got introduced that really blew me over haha! Could see this being used as an amazing battle system in a full game some day, gj!
Really neat take on the jam theme.
Thank you. :D
Fun game; I especially like the idea of shuffling the menu buttons
1) attack order shuffling mid attack was frustrating. As a player it feels un-fair when that occurs and breaks the flow of fun.
2) Adding some visual feedback (juice) would have gone a long way to add a greater satisfaction when killing the enemy.
Overall I really enjoyed this and am impressed with what you were able to accomplish in the 48 hours.
The only thing that bugged me (which Kuboxxxxx already mentioned) is it felt kind of unfair when the game changed enemy order mid attack.
very innovative game and carefully designed level sequence.
Graphics are simple but effective. Music is good. Everything felt cohesive and bug free.
Nice work!
One of my favorite genres is typing games and somehow I felt like this game really captured what I love about that genre which is frantically trying to speed up your keyboard input while simultaneously reading & processing something ahead of what you're inputting. Especially when I made a mistake/something changed in the middle of doing an attack and I had that familiar panicked (but somehow enjoyable) decision making of "should I go back and try to correct or just push through this to save on time and get to the next character?"
JRPG nested menus can definitely feel a bit tedious so the idea of building a game around it paired with the 10 second theme to give that exhilarating rushed puzzle solving experience was genius!
Thank you all for the insightful feedback! Much appreciated. I guess I should have prioritized fixing the kill-order-shuffle-while-attacking thing, as it seems to be bothering everyone!
@puhan The icon idea is brilliant and I hadn't thought of that! Many thanks for the suggestion.
Loved the JRPG FF style BGM!
It did feel like more of the game was spent waiting for your character animations to end so you could take another action, rather than using the core mechanic of the menu navigation. Did you ever consider not having to wait for animations, while having more enemies to account for the extra time? It seems like that may have been more engaging.
Although, I understand that's a staple of the genre you were staying true to, rather than anything specific to your game. Overall really nice, especially for a compo submission.
Thank you all SO MUCH for the lovely feedback, critique, suggestions, and inspiration. Much love for you all <3
personal best score 175 btw :]
I think this game could have potential if you kept working on the art style and other aspects of the game after the jam. Good work!
:purple_heart: :dart: :frog:
1. After the 1st few battles and realizing speed was important, I crossed my arms to play. Nothing bad about this, I do this quite often when I need fast movement since my left hand is better at movement.
2. Took me a few rounds to realize which ones were susceptible to attack vs magic. I thought the shape might've mattered too, and the animations threw me off.
3. A few rounds later I finally realized the kill order mechanic. Now everything was clicking into place.
4. Died for 1st time at some point here
5. I had been using magic to kill the purple ones because I didn't know how many colors there'd be. I finally went duh, and realized it could be killed by either.
6. I pushed through until level 18 and finally stopped there since I wasn't sure when I'd finally die.
None of those are complaints. I thought it was a very fun journey of figuring out the rules under pressure and then coming up with a strategy. I felt very awesome starting with no real clue what was going on, to making decisions well ahead of time and dropping fast attacks.
This was super fun, and I think even if a player knows what to do, there's still plenty of challenge to be had. Great concept, and ESPECIALLY a good one in a stale genre that normally just relies on narrative to carry it.
Good job!
Also the music is amazing!

it's so easy to make 1 mistake and lose the whole thing by panicking haha ^^
I like the twists you introduced to the standard jrpg fight. Especially the shuffle of actions. I'm so used to standard order that it took me a while to realize that the actions shuffled :laughing: (I thought I misclicked). With more variety of actions (types of attack, types of magic spells) and enemy resistances to figure out, this could really hold interest for a long time.
The game itself works well, and I didn't notice any bugs. Impressive job in compo time!
https://youtu.be/MuBdkwJ7Txw