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A jam submission

The HeirView game page

Worm thy way thru a deep dungeon suffused by dark and gather allies among its damned denizens in this RTS/RPG Hybrid.
Submitted by Grotty-Louts — 22 hours, 48 minutes before the deadline
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The Heir's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#524.5164.516
Overall#1073.9253.925
Originality#1683.8713.871
Gameplay#1903.3873.387

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
This was the very first project that I've seen to some level of 'completion'. Just as well this is the first game jam I've participated in. All told, the combination simply makes 'The Heir' have a very special place in my heart, even despite its exceeding roughness ---- With that said, I hope this project gets across the confusion and claustrophobia of treking through dark halls in a place most unwelcome. That it imbues a sense of dread not merely for the danger that lurks around each corner, but perhaps so too what one becomes in facing it.

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted

it was good, I do suggest that instead of having the Dialog in the corner have it in the bottom middle and make it bigger so it is easier to read

Submitted

first run in and the heir was afflicted with bleed during the tutorial fight... i didn't think i was going to be playing an RTS version of darkest dungeons today...

this game is brutal, especially for an RTS newbie like me, but nonetheless this was super fun! i can't say that i've gotten far, haven't gotten past the point where the "Tempt Fate Once More" button wouldn't take me straight to the beginning again (closest i got was dying near the big hole in the first area), but each repeated death gives me a better appreciation of the game! i love the role management that comes into play when dealing with battles, i'd have to carefully consider where i'd place my units in order for things to go in my favor (which units are able to enter attack range, which units are drawing aggro, etc.). this all also comes into play with the lighting system in the game, where the map is only revealed based on where the characters in the party are facing, leading you to make decisions based on incomplete information. one wrong move and you could get ambushed due to carelessly pushing towards a path, creating a cool sense of caution and anxiety whenever you move your party, its very cool! theres also a lot of small gameplay systems that stack up and completely affect the battle, like the afflictions, hunger, and even the character facing direction could affect things if you don't plan out properly. i'll need a lot more time to get adjusted to the RTS aspect of the game, but this already feels really well thought out and polished!

the presentation of the game is also incredible! all of the sprites look amazing, with the 1 bit aesthetic working wonders to convey the tone and atmosphere of the game! the lighting not only acts as a mechanic in the game, but also plays into the visuals and elevates the tense atmosphere to a higher level! the character writing is very fun to read to, with each of the characters having their own fun but grounded personalities to them while they speak in ye olde english, i was engrossed the whole time! though i wish there was a way to skip dialogue through input, ive died quite a lot so going through the downtime of waiting for the dialogue and cutscenes to finish after going through it once broke the flow sometimes.

overall, this is an amazing game! at my current state, my one braincell can't beat the game for now, but i'll definitely come back to it at a later date, great work!

Submitted

I love the vibe and the whole idea of this. presentation-wise, this is amazing 5/5. Well done!

Gameplay-wise, I find it too punishing and too micro-intensive. This, coupled with seeing the same cutscenes every time, is not great. So perhaps this difficulty level is better suited for games with procgen/roguelike mechanics.

Submitted

I liked the pixel art and the vibe a lot.

Submitted

Really neat idea but brutally micro intensive and way too punishing, pretty classic jam vibes to make the hardest video game known to man.

I think some key things to improve experiences like this is to allow some failure, as it stands if you lose even one party member you're pretty much completely dead, and the clunky movement and controls and spotty AI mean you're pretty likely to lose someone to bad luck unless you're extremely fast at RTS controls. Most games in this genre avoid that by letting you pause and queue commands.

The vision cone + movement buffs for movement were cool, and theres a boatload of writing here which is really impressive, most of it is pretty well written though the olde english is a little over the top at times, I think clarity is more important than the flavor of the dialect. Loads of cutscenes and encounters which is cool, but replaying them gets tedious fast and cause of the aforementioned difficulty you're replaying the same encounters a lot.

Great vibes and awesome art all around, there's so much dungeon and character design variety which is super cool, the black and white aesthetic is bold but you've made it work really well, I had no difficulties identifying enemies etc. which speaks to good level design and character design.

Really cool game, great vibes.

Submitted(+1)

Great atmosphere and gameplay mechanics. It was pretty unusual to scroll mouse button for looking around! I am myself not a great english speaker so most of dialogues was not understand, due to old style speech, or just to quick for me. It atmosphere remided me first time i played fear and hunger, which was one of the most exiting things i ever experienced. I never previously played RTS but this was fun, and somewhat scary!

Submitted(+1)

Would be nice if the dialogues would not skip on themself, but rather on user mouse/button click as they were too fast to read at times. Other than that it was a fun game with great atmosphere. I found it confusing at the start, but when I picked up what I was doing it was really enjoyable. Great job and continue to create good games!

Developer(+1)

Agreed regarding the dialog for sure. At some point during development they were much more digestible but foolishly before shipping I had left on my faster text to make testing go smoother. Looking back I simply cannot reason why I chose not to allow the dialog to finish scrolling and hang until the reader confirmed to the next one. Truly an enigma.

Regardless, I'm glad you managed to enjoy it in spite of that and the sub-par clarity of gameplay!

Submitted

Game looks very good! From the opening cutscene to the pixelart used.

I did find the controls to be a bit difficult, often I could not see enemies due to being stuck around a wall and responding was harsh since I might've accidentally deselected the character by trying to attack.

Submitted(+1)

This game looks and feels amazing, although I found it quite difficult. The blend of genres is one I’ve not seen before, however I think it has some potential. The art style being monochrome really emphasises the darkness that you’ve tried to create, with damage being shown clearly through that; very well thought out.

I would’ve liked more sounds, in particular some music, however not having it there helps to feel trapped in the darkness. I also found the scroll wheel to rotate vision very awkward at first, and I feel like basing this off of mouse position would’ve made it a little easier to control.

This is definitely the sort of game I could see myself playing through properly, especially if some of the improvements that I’ve seen through these comments are added in a post-jam version, but I think it’s a really good start. Well done :).

Submitted(+1)

i don't think i quite beat the tutorial, but then I saw that there was a download upon my second restart of the level, i'll have to play more of it later where i can fully immerse myself in it. this style you have in the game is just incredible, it feels like a soulslike rts. though it's definitely a little rough around the edges, it certainly has its own legs to stand on among these ~1000 games, i just really need to sink my teeth into this one, and so many others i've been meaning to play.

Developer(+1)

Rough is definitely the word, haha.

No need to linger on my account, there's piles of great games out there to play that need some love. Go get em!

Submitted(+1)

thank you, but do know that i'm definitely coming back to the heir in the future. likely after the very limited rating period

Submitted (1 edit) (+2)

Honestly fantastic. Huge fan of Dungeon Siege-like games where you have wrecking crew of a squad and you achieved a very good level of nuance.

  • I’d say take about 10% off on the medieval speak esp. in tooltips
  • I had a lot of UI thoughts, some of this easy(like margins). image.png
  • The GOAT for RTS controls is Zero-K with it’s click-drag “move units to be equally distanced on this line) if you provide formation support later https://zero-k.info/mediawiki/Unit_commands
  • I’d probably set the default behavior to ‘chase’ since that’s what I believe most people expect.
Developer(+1)

These are great critiques, the UI was without a doubt (one of) my least developed aspects. I have absolutely no disagreements with your proposed changes, they're getting filed away for the next update. Post-mortem I do wish I had spent more time on the UI/UX, though I suppose in a Jam you might always wish that, haha.

In a future build, I do very much intend to include potential formation mechanics, as well as some actual unit-on-unit avoidance, which I think is one of the worst achilles for the gameplay. I have a LOT to learn about navigational coding and vector math to iron that out.

Zero-K looks a lot like Supreme Commander which I've loved for years, surprised I've never heard of it. I'm definitely checking it out. Thanks a ton for the feedback!

Submitted(+1)

For movement behaviors, I highly recommend checking out this GDC paper on steering: https://www.red3d.com/cwr/steer/gdc99/ It’s a very good intro to a simple vector math application PLUS it describes many of the behaviors required for good agent-based movement you’d use in a game like this. E.G: Alignment: image.png

Submitted

The theme, visuals and audio are really strong, one small thing. Having to rewatch the intro cutsecene upon death is a tad bit annyoing. Well done!

Developer

Agreed! Were I to write it all again, without a doubt I'd have the ability to skip scenes completely. Skipping dialog with space/enter speeds it up, but it's definitely still an issue.

Submitted(+1)

Nice job on the narrative, I found it quite engaging. The dialect is fun and I appreciate the world-building that went into this game.

The gameplay has a couple kinks to it... crowd avoidance could be better as close-ranged characters sometimes got stuck behind my ranged characters.

I find with the archer character she is able to snipe enemies very easily from a distance. Makes the basic enemies a little too easy to clear out.

I mentioned in the comments here elsewhere that I figured out a way to get 360 vision. Nice that there is the consequence of those looking away from the direction they are moving slowing me down. I found doing this resulted in a slightly slower pace, but it was a good strat for going through unexplored hallways with branching off rooms. I think mciromanaging your enemies was kind of what was intended here, so it worked quite nicely into the rest of the intended strategy.

It was enjoyable running into, interacting with, and recruiting friendly beings in the world. Not Marcis though, Marcis is a prick.

Developer

No doubt the pathfinding could have used some better fit and finish. This was the first time I'd ever tackled that concept in code, and it did not go well to say the least, haha. I could not seem to rightly get avoidance on other actors working to any level of satisfaction before the time was up.

As for Daiga, the archer. Originally I had intended to set the enemy AI to be able to target you should you damage them outside of their sight radius, however a playtester of mine found so much enjoyment in 'cheating' the game so to speak that I left that interaction in as is. I'm still somewhat conflicted, but I don't think I actually mind giving players the ability to 'cheese' through some rough spots if they desire to.

And Marcis. . . Marcis was a last minute addition, quite literally. Nearly didn't make it in the final countdown. He does soften up ever so slightly if Oskars should meet with them though. c:

Thanks a ton for the feedback friend. I'm glad you managed to find some level of enjoyment in the experience.

what the hell man??

Submitted(+1)

looks sick and ambitious for such a small jam. seems like a cool world to set something in.

Developer

Ambitious is right, haha! I should certainly have spent more time tweaking the balance and finely polishing the aspects of the game rather than engorging the content. But over-scoping will do that to you.
Thanks a ton!

Submitted

The visuals are pretty nice, and the world is interesting, this is a neat game!

I do think the characters could pop out a bit more in the area instead of blending in, as they currently do blend in a bit too much, and I also think the controls are a bit rough to get the hang of, but other than that, its pretty solid!

Submitted

This game is so cool and the atmosphere is fantastic. I can't wait to continue playing when I decide to get good and stop dying so much. Great job!

Developer

Thanks for trying it out! Clearly I ought to have had more playtesters give me an idea of the difficulty haha!

But I suppose that's part of the 'charm' if you could call it that.

Submitted(+1)

Definitely part of the charm, I'm just bad haha it's not a complaint!

Submitted

The artstyle is really good and you nailed the atmosphere.

The gameplay is not my type, but the game is really well made given the timeframe of the jam.

Submitted (1 edit)

It pays off to be a fast reader. The start cutscene is nice, but I'd appreciate ability to skip it all together. Especially since it is very easy to die in this game, so you will see it at least a couple of times.

Also, there is an unintentional "DISCO!" effect - when you are wandering with your teammates, you want to be aware of everything . So you scroll like crazy to rotate the cones of view. Making it look like we are flashing strobe lights in the middle of the dungeon.

I died in first few minutes of the game - I recommend.

Submitted

Regarding the disco thing... I found by the time I have two other teammates I'm able to set all their lights at different angles and that more or less lights everything up at 360 degrees. I am also still dying a lot but figuring it out lol

Submitted

someone obviously has been practicing on those sites that make you read faster. No UI scaling, cool art style though!!!

Developer

Haha. Seems as if though text being too fast is a unified thought as it stands. I knew I should have put in a feature that makes it pause rather than tweening away when the text box is full. 

Ahh well, hopefully it won't break the bank. Thanks a ton for trying it out!

Submitted

really like this! The atmosphere is great and the writing ain't shabby either. An interesting direction! :D

ended up wandering around alone in the dark after my companions died RIP

Viewing comments 22 to 3 of 22 · Next page · Last page