High Leaf Celestial
Mission Control
Listen up, Gentlefolk of the Leaf - your mission today is simple. Prepare for a splendid day of forest preservation and, ah, 'borrowing' crystals for that delightfully quirky brew our _vertically challenged_ friends are oddly eager to acquire. Let the festivities commence!https://jameskelly.itch.io/high-leaf-celestial
Goal
In _High Leaf Celestial_, your goal is to collect all of the crystals on the map and return them to the M.O.S.E (the Mobile Organic Supply Expander). There are six crystal sources scattered throughout the map. Along the way there might be some native forest critters who get in your way - dispose of them. They don't understand the value of continued corporate growth.
Limited Space
Your motley crew delightfully flamboyant Elves are equipped with Gravitational Bags of Holding. Simply walk over any items, and your bags will instantly suck them up and condense them for efficient transport. Do be careful though - space in the bags is limited, and extremely powerful magic available only at the M.O.S.E. is required to remove items from the bag.
M.O.S.E.
Simply bring your Elves next to the M.O.S.E. and it will happily suck up any crystals (or useless forest junk), freeing up space in their bags!
Corporate requests that you cease endearingly referring to this tool as "Mossy."



Comments20
I'm not a huge fan of this aesthetic on a personal level (the eyes kinda freak me out), but I thought it suited the project well, and esp for a low-animation project, the various effects did a good job of making characters feel not stiff.
I liked the music. It was pleasant.
I think the conceit of the game is really well designed and plays well into the theme. I really enjoyed managing my various party members encumbrance vs their combat value in an upcoming fight.
Balance wise: I think the bard should have a slightly stronger attack (as far as I can tell, it's supposed to be the de-facto tank of the party) OR a slightly larger bag. The high AP weak-hitting attack implies that the class should be good at either clearing small mobs or softening up larger mobs that can be almost-one-shot by higher damage classes, but literally the only situation in which this is relevant is bard + archer vs golem, which leaves the bard w/ a single extra 2 dmg attack. And that extra 2 damage attack is irrelevant unless you get yourself into the same bard + archer vs golem situation again on the next 2 turns in a row. If the bard had 3 attack it'd be able to actually care about its 3 AP, otherwise just give it 1 ap and a 6 damage attack to save player clicks. Alternatively, giving the bard the role that the assassin has with a big inventory would make thematic sense (bards are historically utility characters), and make it so the assassin isn't carrying double duty as the party's stronger attacker and also its best loot gobbler.
I also found the game a little too easy, esp the early camps. The fact that the enemies don't really push you at all on a macro level, they have so much less movement than the player, and they can't really threaten big one shots or anything, means that it was fairly easy if a bit slow to just kill enemies one by one and back up and play super safe. I did find that this improved a bit around the start of the first purple crystals as enemies were placed much closer together and covered each other a bit, which I enjoyed.
QoL wise: I would have really really really liked camera WASD controls. Like, to the point where I think if the game had WASD controls I probably would have finished it since it made moving around the edges of the screen so much more tedious. The fact that camera panning was RMB which was also the button to use abilities making me de-select characters to move the camera was not a fun UX thing.
I also think it would have been really nice to have M.O.S.E. move up as I got further up to various crystals so that I didn't have to slog back for my turn ins. I think if there had been some kind of attrition mechanic (a timer/food/enemies spawning/whatever), it would have felt like an additional element of challenge, but as is it just felt like extra walking that I didn't really want to do.
Also I got kinda sad when I read the druid could burn down forests but then I realized it just meant deal damage, not burn down walls :(
All in all though I really enjoyed this one! Probably in my top 3 that I've played so far this jam. (I also really liked the narrative of the corporatist elves invading the forest lol)
And a special thank you @ferellia for your extremely detailed feedback. I definitely agree with all of it. Sadly the time constraints of the jam got in the way of our dream, but we definitely wanted to have a mobile M.O.S.E., more interesting item mechanics, additional abilities for both the Elves and the enemies, and a final U.X. pass. Would love to integrate this in a post-jam polish update!
I wish LD would let us submit both Compo/Jam and Extra entries... :frowning2:
UI looks really nice. Being able to move loading slider was funny.
Movement took forever, especially for the druid. I'd suggest making distances between the objectives smaller and/or ability to use attack for movement like in XCOM that way turns wouldn't take too long just to walk somewhere and you'd need less of them.
Absolutely love this.
You've really outdone yourselves considering the amount of time you had to make this!
Feedback-wise I think Ferellia pretty much emptied the bank already — and I just wish I'd read their feedback while playing the game, as I didn't realize RMB worked for camera control also, so I completely missed that. :-D Now I feel kinda stupid, but I must say the game must be special since I finished it even though I thought I couldn't move the camera around (which was really painful)...
I agree with the others in that the balance between the characters could be fine-tuned. Then again, I love to discover and then use cowardly tactics in single-player games, and clearing the level with the sharpshooter as a lone long-distance sniper while the others just carried stuff back to home base felt satisfying. :-D
I also spent a lot of my inventory carrying junk back as I wasn't sure if those would help somehow. It may actually be a nice strategic angle that they don't, as then one should consider their path more carefully to prevent inventories from filling up with useless stuff. Another option would be that it would be used for e.g. creating ammo for the archer or something... Anyway, I understand the time constraints and how such polishing would take more time.
The graphics, sounds effects and music were all great and fit the whole nicely. I had the music playing all the time and it didn't get on my nerves at all even though I played for a long time, so that's saying something already.
All in all, stellar job and a really strong entry! Thank you!
Maybe I would have made a smaller level or even divided it into different possible maps, making shorter games but equally entertaining, this is really more subjective, it doesn't mean it's bad, I really enjoyed it and I think it has potential.
The graphics and music are interesting, the mechanics besides a tactical rpg adding additional elements such as collecting crystals has an interesting point that makes it not just another game.
In short, I liked the game a lot, I would simplify the controls a bit and I would prioritize quality over quantity, a bigger map is not always better, but a small map (or several small ones) could be more easily exploitable using a different strategy in each one.
Well done! Take a candy! :candy:
Anyways, good job!