Graphics, UI, visual presentation is absolutely stunning, I love it. Especially character portraits - I have no idea if they're 2D or 3D, but they fit so well. Same with music.
Reminded me of Cultist Simulator in terms of some gameplay elements and story, which is good, great even.
It's great, very enjoyable - even though I did encounter a couple of bugs here and there. Really looking forward to more polish and more story!
It's all hand-polygon-filled 2D! I do sometimes use 3D models for reference but often times I'm just sketching and then building off the sketch. Example below:
Thanks for the play and the feedback! Hope you'll enjoy things as it proceeds. Feel free to check out the full project if you want to keep apprised: https://firgof.itch.io/to-ash-and-ember
This must be one of the most visual interesting games I've seen in this jam. Having said that though, the game needs a lot of work. Below I list some of the bugs and points of improvement:
- Run button doesnt work, it throw me back at the enemy with no buttons of what to do, effectively stuck
- Item button doesnt work. It just displays "You rummage through your pack" without doing anything
-The gameover options dont work, they throw me back at the enemy with no options of what to do
-The new game doesnt work, ony quickstart
-Pretty sure some changes in the display styles mesh up the graphics, got some red lines spreading all over the city menu
-Event cards dont work and mesh up the rest of the dungeon by showing over every subsequent card
-Xp, wp and sp cards are difficult to discern
-There is no indication of how much coins I carry, not in the shop where its needed nor in the city menu where some challenges require an amount of coins
-When the terror increases the viewpoint shrinks. While a cool visual effect, it gets in the way most of the time and becomes annoying. You cant see the forest location and it persists even in challenges blocking the text.
-Couldnt understand exactly what I was doing in terms of the scenario other than that I was following an urchin (why?) and he had some flowers (why?). The events text require another passive to become more cohesive with each other
-After the forest location, where I did three searches, I had and ERROR! location pop up at the top bar
-What are those dice at the loot screen. It seems like a gameplay mechanic not implemented yet.
Cool game though. Interested to see where it goes from here. Carry on!
nice dithering. i will wait for the eventual tutorial to give it another spin, i'm kind of wandering aimlessly so far and then lose after a few encounters.
Love the visuals and audio, but text readability is a bit iffy to me. Likely some combination of the size/color of the dither, the font type, and personal preference.
What options would you look for if there were options available? Are any of the fonts in the game ones you'd prefer over some of the ones presented? (e.g. location labels vs event text labels etc)
Difficult decision. While I think the stylized font faces are the least readable, they also fit the game so well that it'd be a shame to replace them with some sans-serif/serif schlock.
Attaching an image of particularly egregious readability, I think. Games aren't required to be compliant, but those readability standards are still applicable to most things visual. I'd say avoid anything that's light on light like "Forest", increase font weight in places like the legend, and potentially tone down the yellow outline/turn up the text shadow everywhere?
When i start a new game, i can't select a known workd and press on "save this world", i have to start the game through the "quickstart" method
There was a time in the hospital when all the cards were too dark to be seen, so it blindly moved around, i don't know if that was intentional or not
Pressing "ok" on the loot card doesn't seem to do anything for now, and some choices you make in events don't seem to have any effect and just bring me back to the world map
I'm kinda lost for now, i don't think there is a lot to do, but the game looks SO good and the writing sounds good too. you seem to have another version up, is there more content in that one?
Casualty of the Unity Implosion. The original game was based in Unity; this version is a complete remake in Godot. Unfortunately a lot of time needed to be spent on the backend systems so there's not a whole lot of content just yet. Bones are largely in though so from here game should start rocketing past where it was with Unity (3 mysteries [1 unlockable], many more card events for locations, lots more events in general throughout the world).
Dungeons are meant to be multi-floor for instance, but the Hospital's only got the one. Also you ought be able to configure at least some of the dungeons -- but that requires a bunch of cards which aren't in yet. :P
Ideally the Dungeons should play a bit like Hand of Fate once complete. But yar you're not wrong, my internal estimate is about 10-15 minutes worth of content atm, presuming the player beelines the completion of the only available Mystery and then meanders around a bit after.
Comments
Graphics, UI, visual presentation is absolutely stunning, I love it. Especially character portraits - I have no idea if they're 2D or 3D, but they fit so well. Same with music.
Reminded me of Cultist Simulator in terms of some gameplay elements and story, which is good, great even.
It's great, very enjoyable - even though I did encounter a couple of bugs here and there. Really looking forward to more polish and more story!
It's all hand-polygon-filled 2D! I do sometimes use 3D models for reference but often times I'm just sketching and then building off the sketch. Example below:
Thanks for the play and the feedback! Hope you'll enjoy things as it proceeds. Feel free to check out the full project if you want to keep apprised: https://firgof.itch.io/to-ash-and-ember
DemoDay is over but if you'd like to access the project the password for the page is 'agdg'.
https://www.twitch.tv/videos/2245976056
Very cool game, obviously early stage but it for sure has appeal. Looking forward to it growing.
This must be one of the most visual interesting games I've seen in this jam. Having said that though, the game needs a lot of work. Below I list some of the bugs and points of improvement:
- Run button doesnt work, it throw me back at the enemy with no buttons of what to do, effectively stuck
- Item button doesnt work. It just displays "You rummage through your pack" without doing anything
-The gameover options dont work, they throw me back at the enemy with no options of what to do
-The new game doesnt work, ony quickstart
-Pretty sure some changes in the display styles mesh up the graphics, got some red lines spreading all over the city menu
-Event cards dont work and mesh up the rest of the dungeon by showing over every subsequent card
-Xp, wp and sp cards are difficult to discern
-There is no indication of how much coins I carry, not in the shop where its needed nor in the city menu where some challenges require an amount of coins
-When the terror increases the viewpoint shrinks. While a cool visual effect, it gets in the way most of the time and becomes annoying. You cant see the forest location and it persists even in challenges blocking the text.
-Couldnt understand exactly what I was doing in terms of the scenario other than that I was following an urchin (why?) and he had some flowers (why?). The events text require another passive to become more cohesive with each other
-After the forest location, where I did three searches, I had and ERROR! location pop up at the top bar
-What are those dice at the loot screen. It seems like a gameplay mechanic not implemented yet.
Cool game though. Interested to see where it goes from here. Carry on!
nice dithering. i will wait for the eventual tutorial to give it another spin, i'm kind of wandering aimlessly so far and then lose after a few encounters.
Love the visuals and audio, but text readability is a bit iffy to me. Likely some combination of the size/color of the dither, the font type, and personal preference.
What options would you look for if there were options available? Are any of the fonts in the game ones you'd prefer over some of the ones presented? (e.g. location labels vs event text labels etc)
Difficult decision. While I think the stylized font faces are the least readable, they also fit the game so well that it'd be a shame to replace them with some sans-serif/serif schlock.
Attaching an image of particularly egregious readability, I think. Games aren't required to be compliant, but those readability standards are still applicable to most things visual. I'd say avoid anything that's light on light like "Forest", increase font weight in places like the legend, and potentially tone down the yellow outline/turn up the text shadow everywhere?
The visuals are awesome
When i start a new game, i can't select a known workd and press on "save this world", i have to start the game through the "quickstart" method
There was a time in the hospital when all the cards were too dark to be seen, so it blindly moved around, i don't know if that was intentional or not
Pressing "ok" on the loot card doesn't seem to do anything for now, and some choices you make in events don't seem to have any effect and just bring me back to the world map
I'm kinda lost for now, i don't think there is a lot to do, but the game looks SO good and the writing sounds good too. you seem to have another version up, is there more content in that one?
Casualty of the Unity Implosion. The original game was based in Unity; this version is a complete remake in Godot. Unfortunately a lot of time needed to be spent on the backend systems so there's not a whole lot of content just yet. Bones are largely in though so from here game should start rocketing past where it was with Unity (3 mysteries [1 unlockable], many more card events for locations, lots more events in general throughout the world).
Dungeons are meant to be multi-floor for instance, but the Hospital's only got the one. Also you ought be able to configure at least some of the dungeons -- but that requires a bunch of cards which aren't in yet. :P
Ideally the Dungeons should play a bit like Hand of Fate once complete. But yar you're not wrong, my internal estimate is about 10-15 minutes worth of content atm, presuming the player beelines the completion of the only available Mystery and then meanders around a bit after.