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A jam submission

MokuView game page

2D Action RPG
Submitted by elb.dev — 2 days, 16 hours before the deadline
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Moku's itch.io page

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Comments

Submitted

Hey elb.dev, I played your game for the first time yesterday.

I played with a mouse and keyboard. I think your tutorial was really good, and taught me what I needed to know to try out your test area.

I disliked how trees obscure your view. I would like to have some x-ray, or something, but maybe you have some secrets planned behind the trees or something.

in the room with a small island and shooting enemies, the enemies just jump in the water to avoid the player, and don't try to attack if you are on land, so you can just shoot them from there without any problems, and changes to the way they act.

In the left top corner room inside some sort of tower with many enemies, the shooting enemies stay in their top corners, but if you stay in the bottom tile row, they cannot reach you with their poison projectiles, and you can just shoot them from there.

Enemies that are near walls, especially in the narrow pathway are hard to hit with normal sword attack. I know I can use the thrusting attack, or ranged weapon, so it was not a problem, but I am not a fan of how sword strikes can be stopped by environment. 

The combat feels heavy with all the delays, and I think it is fine. I think I was able to do some "combos", but I think it's just well timed attacks. 

I think right now the ranged weapon is too good compared to the sword. Maybe ranged weapon should use more stamina, or maybe the targeting should work for just melee. I am sure you are going to be able to figure something out to balance it in future. I just hope you are not going to implement some sort of ammunition.

Swimming felt too slow to me.

Getting swarmed by many enemies stuns a lot.

I think I would rather have more 1v1 combat, than rooms full of enemies especially when enemies can kill each other with poison.

Anyway, it was short, but fun. It's probably better to play with a controller, but I don't have one. I look forward to trying out the game in future

Developer

Hey, thanks for playing! I haven't decided yet how I'm going to handle trees obscuring the player's view. And yeah, I need to mess with the AI to make it so they don't go running into the water. As for the sword in narrow paths, I'm happy you were able to figure out you could to a thrust attack, and I'm probably going to be leaving wall hitting in for now so that choosing attacks/weapons appropriate for environments is important. For the crossbow, right now I am planning on making it use ammo eventually, so sorry about that. I might mess with the swim speed, but I might also make it so armor and shoes and other things effect swim speed. As for swarming enemies and 1 vs 1 and 1 vs many, it's mostly intentional that fighting multiple enemies is dangerous, so I doubt there will be many situations like the room with the 5 baddies in the final game.

Submitted

Feels and plays pretty much the same as last DD.

Was excited to see the Palm Trees and was not dissappointed, good Job.

Collision feels a bit strict with 1 tile wide passageways and cave entrances, maybe allow sliding around corners to kind of slide into those, like old 2D Zeldas did.

Developer

Thanks for playing. I'm happy the palm trees look good to someone.  That corner sliding thing isn't a bad idea. Might try it out.

Submitted

I like souls like fighting with different weapon arts. Found the top left cave room with like 5 guys and just noped out of there.

I didn't hear any background music but it would go a long way to chill to.

I had trouble getting the shield and crossbow out of the chest. I just didn't understand what the chest inventory was specifically but could view and handle my own inventory. Just noticed other people mention inventory troubles.

The AI for the bow guys could be a little different because I only had the sword they were always backing up which was more annoying to chase down. I couldn't try any combo stuff. I just had to walk up swipe once and repeat that. So it felt a bit frustrating having to do only the single basic attack. Maybe pause / slow them down if they are reloading the crossbow.

If you do the running belly flop with the helmet on the sprite goes back to default for belly flop.

Developer

Hey, thanks for playing. Yeah, seems the inventory needs another pass. Hopefully I'll be doing that soon. As for the ranged guys, making them annoying was moderately intentional, and admittedly I've got both positive and negative feedback on them. Not sure how they're going to behave in the end.

Submitted

I get that the combat is slow paced and it works well for that style. Delay after attacking feels a bit long. I used mouse and keyboard and the combat is easy to understand. I found the test weapon island and it gives good variety to the game and islands like this adds to exploration. 

The inventory was odd since I saw that using the mouse adds or removes items, but you had to use the keyboard so move in the inventory. At first I thought I had to drag and drop items with the mouse.

Developer

Good to know someone found the test weapons! Thanks for playing. I'll definitely need to update the game to have better mouse controls. Right now the game is designed with the gamepad first in mind.

Submitted

Devving on your honeymoon is massive gmi energy.

Combat was a lot of fun and very intuitive (I played on a controller).  Enemy weapon variety was nice, though I didn't see any weapons for me besides the sword. Maybe I needed to explore more. Looking forward to trying the ball and chain.

I wasn't able to get the "dodge while running" thing to work, since sprint seems to be bound to holding down the dodge key by default. It also wasn't clear whether I could interrupt enemy attacks. I was able to shoot one of the claw guys mid-charge to interrupt him, but the axe-spinning guy was unstunnable.

I realized pretty quick I could guard break shields on the first non-tutorial shield guy, but it might be something worth including in future tutorials. 

Graphics and animations are good, worth exploring just to see the island environments. One visual change I might make is to distinguish player damage numbers from enemy numbers. When I was in close quarters it wasn't clear which numbers were damage I was taking.

Overall, a lot of fun for an early demo and I'll definitely pick it up again.

Developer

Thanks for playing! Four test weapons were hidden in the map (all in the same spot together) that you could have tried. As for the running dodge, the timing is kinda tight, so I'll try to loosen the timing required to do it by releasing the run/dodge and quickly tapping it again after. And yeah, you can interrupt enemy attacks, but it both depends on the enemy and the weapon you use. It takes three hits with the sword to interrupt an axe guy, assuming you hit him three times in quick enough succession. As for the shields, yeah you could be right about tutorializing that. And for the damage values, I'll make a change for that so it's more clear.

Submitted

 i've been watching your progress posting for a while, nice work!

Developer

Thanks for playing!

Game crashed when trying to attack something with the twin blades (audio_play_sound argument 1 incorrect type (undefined) expecting a Number (YYGI32)). 

Overall, pretty fun. Combat felt a little clunky - it might feel better if you weren't locked in place while swinging your sword, or maybe if the animation were slightly faster, though I didn't get the chance to test out other weapons. Dodging attacks was really satisfying, so it would be great if there were a little more wind up in some of the enemy attack animations so you can see those coming and have counterplay.  

I was similarly confused about the differences between the stamina and health bars, with the food recovering max stamina but potions not recovering max health. It also took me a while to work out the inventory system - it's a little strange on mouse & keyboard because you have to select the item with WASD first, and that wasn't super obvious.

Great job! The enemy sprites are super cute. Looking forward to more progress with this.

Developer

Thanks for pointing out the bug. I'll take a look at it. And thanks for the critiques as well. I may try speeding up the sword.

Submitted

Combat's quick to learn and nice & snappy, I probably just need to gitgud but the daze state when you're hit last a long time. 

I think the inventory management needs improvement, I would love a way to manage my inventory away from chests & I should be able to rotate items 90 degrees instead of just flipping them.

Also, I don't understand how potions work.  When I eat the chicken my current & overall stamina increases but the potions don't behave that way.

I also ran into a bug at the tail end of my playthrough, I was able to walk on water, you can see it atthe 21 minute mark of the video

Developer(+1)

Hey, thanks for playing. I watched your whole video. You were correct about what the orange circle was, I just don't have any lighting changes yet for the day night cycle. The water that you walked on just needed a different graphic for it since it wasn't deep water, and it covered your legs when you walked through it. Also, on controller you can use the triggers to rotate an item in the inventory. If you look at your video at 3:03, you can see the controls on the bottom of the screen. As for the multiple swords thing, yeah I need to make it so you can't put more than one of a certain weapon into your inventory. Furthermore, I'm glad you figured out how the ration works, since not everyone does. Meanwhile, the potion is working as intended. The goal for the game is for it to be a game about picking a load outs and taking dangerous treks into the monster filled wilderness, so the injury system (HP capping) and the chests (and being unable to change your inventory away from them) are working as intended for now. Also I just don't have death (for the player) or drowning (for anyone) programmed yet. You did a great job and I audible cheered when you won a few fights. Thanks!

Submitted

i punched like 10 guys to death and i still don't know how to equip the ffcking sword, i think i accidentally dropped it

Developer

Yeah it seems like the inventory system isn't the most clear. I'll be trying to improve it further soon.

Submitted

worked good on my windows pc locking on, combat, dodging all worked. the inventory system is a little unintuitive.

Developer

Thanks for playing. Seems like the inventory system needs work still. I'll be trying to do that soon.

Submitted

Combat is easy to learn but it takes a little getting used to the button placement. Navigating the equip menu is a little unintuitive. When I find a chest after the first one and press E it just opens up the inventory/equip menu but I don't see any new items or if there are any in the chest. I like the look and direction of the game, especially the moving tree effect. There is an interesting variety of enemies, especially for a jam.

Developer

Thanks for playing, and thanks for letting me know you were having trouble with the equip menu. In the final game, the chest will only be in your base so you can gear up before heading out, so that was working as intended.

Submitted

I like the combat it's fun, pretty easy to figure things out.  

Developer

Thanks for playing! Glad you enjoyed it.