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A jam submission

Craft-offView game page

Prepare your weapon!
Submitted by SteffenJoergensen — 12 minutes, 49 seconds before the deadline
Rated by 26 people so far
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Craft-off's itch.io page

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GitHub repository URL
https://github.com/SteffenJoergensen/craft-off

Game description
You craft your weapon with materials which you unlock by defeating PvE waves. Every other combat is asynchronous PvP.

Theme interpretation
When I think of "waves", I think of back in the day when I played Warcraft 3 custom games. I went with waves of PvE and PvP here.

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Comments

Submitted

Very cool idea!I found it a little boring and there didn't seem to be any meaningful choices for me, I might have just been missing something

Developer

Thank you! The fact that you feel like it's a cool idea means a lot to me.

Submitted

Interesting idea, in practice there wasn’t much strategy to getting a good build going. Ultimately I rage quit when i ran into a player with 5000% weapon speed who ended my run.

Developer(+1)

I love this feedback. Thank you so much. When I eventually redo this game properly, I'll add more strategy to it ;)

Submitted

I'm not sure if I was missing something, but I don't think I had any meaningful options during my run. Is the intention that eventually I have enough mods that there are interesting trade-offs?

Developer(+1)

In general, yeah, at some point you will unlock enough crafting materials (if you keep beating the PvE), that you can do meaningful crafting. Thank you for your response!

Submitted

The main idea is not bad, but for now it's too slow and little boring. I think it's need to add more player's actions at the combat mode, also it's need some scene improvments to make the battle interesting to watch. Otherwise, the game has pretty good pixel art. It would be interesting to see future updates.

Developer

Thank you for the kind words! It's an auto-battler, so more options would not be it ;)

Submitted

See, the original idea is good, but I really don't feel like I can affect the results by any way, since upgrades are rare and I don't even get to choose anything, so I don't feel my impact as a player. Also it's really slow, to the point I had some time to read a book (not to be negative, just for you to notice)

Developer

Haha. Maybe the intention was for you to read books :P Nah, I see your point. Does not feel the impact - noted! Thank you very much for that feedback.

Submitted

Unfortunately it's also realy tiny for me... can't realy see what's going on.

Developer (1 edit)

Huh, hopefully others don't see it like this. I just doublechecked both Godot and itch.io settings, and it's fine on my end. Sorry!


EDIT: Ah! I see. The game was not optimized for fullscreen, which some platforms autoplay the game in. Playing the game on a desktop in browser without forcing it fullscreen should work.

Submitted

The game mentions that it was made for your masters thesis - so it wasn't made for the jam? 

The game renders in the top 1/4th view, and won't go fullscreen - so I can't really see much. Not too sure how to play the game. 

Developer

It was made during the jam, for the jam - but it functions as the prototype for data collection in connection with my thesis, which I'm currently writing.


Yeah, seems like some see the game like that - I assume it's an itch.io thing, since I've never had that problem before. Sorry!

Submitted

Its a little slow but i liked the idea, i think u had a great approach to it

Developer

I appreciate it! <3

Submitted

The stat system seems easy to understand enough, as is the combat mechanic, but some explanation about the unlocks, the buttons and the crafting mechanic would go a long way to help player make informed decisions.

Since combat is fully automatic, it feels painfully slow at the rate it is now. I'm actually writing this comment while combat is unravelling in another tab, checking once in a while how it progressed.

All in all, it has potential. Maybe add more life to the combat screen to give the player more to look at,  speed up things a little bit, and add a little more eye candy to delay boredom.

PS: I think PvP means Player vs Player but have no idea what PvE means. Did I play versus other human players? If so, that's cool for a jam game.

Developer

Your feedback is awesome!

I've since added tooltips for the unlocks/materials. It's slow - noted! PvE is against AI, and yes, PvP is against other players. The game is asynchronous multiplayer (you play against players who reached the same wave as you)

Thanks.

Submitted

The font size of the game text is too small, try optimizing it?

Moreover, I didn't understand the gameplay of this game. Try adding game instructions?

Developer

Tooltips have been added. The text size is noted. Thanks :)

Submitted

Unfortunately, I don't know, how I can play with it.

Developer

Yeah, I see how it's unintuitive. The main mechanic is similar to that of Path of Exile crafting - which in itself is quite complicated. I've added tooltips to improve clarity.

Submitted

I think it's technically impressive to integrate PvP and PvE into a game jam game, but the game is confusing and not very engaging for me personally. I was halfway through when I even realized that I was playing against waves of enemies and I was customizing my sword's stats in a meaningful way.

I don't know if the order of unlocks is random, but the first 'crafting' unlock I got simply allowed me to reset my craft, which didn't matter at all considering I basically had little to modify with.

Also, there might be some exploits going around because I went up against people with +999% damage or something ridiculous like that.

Developer(+1)

This is by far the best feedback I've gotten yet. Thank you so much. Please understand, that I can't comment too much on it, since this would ruin future feedback (and skew data for my thesis).


<3<3<3

Was a little unintuitive to start with but you do figure it out fairly quickly.

Adding some control over your builds would've been appreciated, as is it felt like I had to spam the reset as fast as possible in the hopes of getting as many damage and attack boosts as possible. The early rounds also were quite slow to play through and with limited options made it feel like I was missing something.

Still, was an interesting idea and with some polish could be quite fun.

Developer

Yeah, slow at start. I was considering giving early PvE rounds half durability or something along those lines to speed progression up. I might redo this game (properly) some day. Thank you for your feedback!