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A jam submission

Mages RpgView game page

turn based RPG with old school combat
Submitted by possumDev (@possumdeveloper) — 2 days, 15 hours before the deadline
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Mages Rpg's itch.io page

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Comments

Submitted(+1)

Very quaint turn-based RPG. Overall, very simple (which isn't necessarily a bad thing).

Here are some notes I took while playing:

  • Beat Archmage as Level 11 Wizard. Took around 5 to 6 hits to finish off the Archmage
  • The art, text, and UI fit the atmosphere of the game well. 
  • Sound effect for spells occur when selecting the spell option, not during when the spell animation is playing.
  • Can interact with NPC that is behind bookshelf, probably not intended behavior.
  • Enemies need more animations. Screenshake is nice but there needs to be something more substantial.
  • References to other games are nice.
Developer(+1)

Thank you playing my game!

My goal is making an old school RPG with simple and easy to understand mechanics so i'm happy to heard that.

regarding the notes this help me a lot with balancing, fixing issues and adjusting the look and feel of the game. Thanks for taking the time to add them

Submitted

I dunno what's your goal but the game overall is well put together an nice humor

Random stuff I noted:


- I really like your no-black-outline style

- In little areas like houses maybe keep the cam locked (think of pokemon)

- I understand the gameboy feel, but maybe the txtbox is too big, but it's fine since it has cohesion with the style of the game

- Very nice the cameos on portraits description

- dunno why the save seems a shuriken

- I too had the bug where the music won't loop

- Dunno if it's already on your notes, but make enemy movement during combat a priority, that static screen is not good

- Since it's so old school maybe don't allow 8way movement? again think of pokemon

GL

Developer

Hi there! thanks for then feedback it means a lot!

- I really like your no-black-outline style

Thank you, doing pixel art is hard but i'm happy with what i made so far with my limited skills

- In little areas like houses maybe keep the cam locked (think of pokemon)

i already have this but it was doing weird stuff so i disabled for the demo, next DD should be fixed

- I understand the gameboy feel, but maybe the txtbox is too big, but it's fine since it has cohesion with the style of the game

my friends told me the same thing, i will try make it smaller but is gonna be low in my to-do list for now

- Very nice the cameos on portraits description

yeah, i plan on putting in a lot of references to other games. it's fun

- dunno why the save seems a shuriken

thats a place holder since i don't know what to use to reprersente the save point lmao

- I too had the bug where the music won't loop

godot is a bitch and doesn't like looping the music files.

- Dunno if it's already on your notes, but make enemy movement during combat a priority, that static screen is not good

thats in my todo list but is also low on it. i need to get a couple things done before i start working on that

- Since it's so old school maybe don't allow 8way movement? again think of pokemon

thats something i've been considering since it looks a weird sometimes but it makes exploring and running away from enemies a bit annoying

Submitted (1 edit) (+1)

it's a fun, though easy, game. i'm glad i played it

the abundance of healing points, the fact i always go first and never miss, the easy one hit kills once you learn an enemy's weakness, and that each level up is only 100 exp from the last made it easy to stomp through the game as a glass cannon. i grinded to level 31 as a mage and took the archmage out in two hits

also the music is a bit quiet. also the hitbox to talks to NPCs feels a little small

Developer(+1)

yeah. I made it a bit easy and quick to level up for testing purposes. Once i start working on balancing and proper progression is going to be better. 

Never missing and always going first is intended since i try to minimize RNG impact in the game. I want fights to feel more like puzzles you have to figure out.

The sound system of the game is in process of being reworked. Part of that is an optipn menu to adjust volume of music and effects.

For the npc hitbox, i think it is just fine like that but i will adjust it a bit more

 Thank you for trying it out and the feedback!

Submitted(+1)

It's a basic jrpg, nothing much to say about it. It works fine, almost. Not using random encounters is good.

I picked magic swordsman, and using actual magic sucked as usually enemies resist it. It made me simply attack and sometimes use skills.

I couldn't defeat the archmage, went to gain a few levels, came back and somehow the archmage defeat flag has activated and I can't fight him anymore.

Developer

yeah. Spellsword magic (for now) is kinda underwhelming. Only there to use against high DEF enemies.  He will have mostly debuff and buff spells in the future


the archmage flag activating is REALLY weird. I will look into it.


Thanks for the feedback!

(+1)

A cute throwback-RPG, even though it was fairly straightforward I enjoyed it. There are some nice touches, like the mimic chest in the shop or some of the NPC dialogues, or that the game does acknowledge that you beat the archmage once you do so. Couple things I've noticed:

- Sound is a bit odd. The music is really quiet compared to some of the sound effects, and sometimes the "whoosh" in the menu sounded very loud than normal, but I couldn't figure out what triggers it. Using a hex doll also has the generic bottle sound effect.
- After equipping the magic ring, my rock disappeared.
- NPCs don't return to their original facing direction after talking, and the NPS at the very south in Fall Town is facing backwards (walking backwards and turns with his back towards you when talking)
- Entering the stairs that's north of Fall Town from the top makes the player sprite appear behind the stairs tile.
- Originally I was expecting to fully heal when leveling up, as early on it would've helped with the pacing of having to go back to the town for a restore (especially since I didn't realize there's going to be a save spot i nthe rat dungeon). Later on when enemies started dropping potions and I had money to buy them it stopped becoming an issue though.

Developer

The sound system is in need of a rework currently. Need to add more soind effects and make his use easier. Next demo should be better in that regard

Thats intended.  maybe i should change it to 'nothing?'

The NPCs not returning to their original position is weird, they should, will look into it

Only the one in falltown is walking backwards?  Crazy. Its the same npc scene for every npc, i don't see how he would behave differently

I probably messed up the tilemapmlayer there. Thats a quick fix

The fully healing when leveling up is a good idea and easy to do. Thanks


Thank you for the feedback!

(+1)

Yeah, it's only this dude from what I noticed. Checking back, the up/down direction was fine, looks like only the left/right direction is flipped.