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A jam submission

Path of Redemption (Zombie Turn Based RPG Game)View game page

Submitted by Zabelnov — 1 day, 3 hours before the deadline
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Path of Redemption (Zombie Turn Based RPG Game)'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#282.6943.111
Writing#312.4062.778
Creativity#313.0793.556
Overall#312.6703.083
Sound Design#352.5022.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Extra Information about your game
-Exctract the Path of Redemption(Demo - BYOGJ JAM).rar
-go to Path of Redemption(Demo - BYOGJ JAM) folder
-run Path of Redemption.exe

What themes did your game use?
Purple, Survival, Time Travel, Hidden Cheat, Permadeath and no what it seems

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Comments

I LOVED your game. First, I was immediately hooked with the characters names (Gabriel and Lucifer) which its a good thing cause your text dump is BIIIIG. But since I was hooked i didn't mind.  Then your battle system is quite fun, it was so fun that the first chance i got, I maxed out my gear , all melee, guns protection etc.   It was quite satisfying to get the best gear.

Balance is ok, but its a bit on the hard side, unless you max your gear. The boss I think its quite hard, It has way too much HP and since I grind for hours, it shouldn't taken me so long to defeat.

One thing that could really work well with your system is the ability to change weapons mid battle (from melee to guns).

Also, your skills action sequencing was really good too!

I have quite the fun experience, congratulations to great entry!!

Submitted

I did like the action sequences and edited side view battlers - very nice touches! Unfortunately, I didn't like much else about the game. Fun fact: the VisuStella Options Core plugin comes with a setting for random encounters! I turned off the random encounters and went through the game and still found the game rather grindy (I fought all of the on-screen encounters) and the end boss was impossible. Others have already said this, but just to reinforce the point: the cutscenes are too long, regardless of whether the game is a demo or a full release.

Since this is supposed to be a battle-oriented game, a lot of work needs to be done to get the game feeling right. I recommend stripping down the cutscenes and add in more playable sections. Battle balance also needs to be reviewed, since it takes 2 full turns from the player characters to defeat a zombie in the best of circumstances, while the zombies can defeat a player character in 2 hits. While this may sound equal at first, trust me, it's not; the zombies are taking 8 hits to be defeated, while the players are only taking 2 hits. It's not balanced. Also, the end boss is a total bullet sponge and needs to be redesigned completely. There are better ways to design an end boss besides giving them maximum HP and defense.

Game jams are all about learning, so I hope you find the feedback here enlightening. I think you can make an excellent game, just keep improving your skills!

Developer

thank you for playing the game and for the feed back...
yeah i will fix the battle balance, intro and dialogue...

for now i can`t fix the game due its still in rating period.
there will be major fix in the next demo plus.

as for how the game works for now...
-one of my theme is survival... where its ask to player to use their resources carefuly and wise, and i create a very high chance escaped from random encounter, where you can use oppurtunity to run and save your ammo or fight the enemy and gather their resources, you either can chose to fight small number encounter to slowly build your character in safe way, or fight a 3-4 enemy in single encounter to get massive resources but with more risk.... this is why i got stuck with the balance, because i put survival theme there, where i put a mechanism for player to understand how to use everything they have wisely and act carefully, but with the long intro it give player feeling to get the game done asap. this is the mistake i had, i forgot this game jam took only 30 minute, where my gameplay beyond that... sorry for this.

-about the Anomaly(boss)
for the boss he is defeatable. even when you not use any armor and only had 2grade weapon, the most important when fighting the boss is
1.satchel for you to perform skill many time. 
2.juvia skill called spinner that can stun the boss for 1 turn with 100% success. you must use this when you see the anomaly has glowing aura on his head.

3.you must had at least 4-10 large ammo pack when fighting the boss. for restore health item, i put so many blood capsule in the hospital.


-one of the theme is cheat/exploit
there is one item that can turn you into invicible permanently, this called zabel gabriel serum, you give one every member and it will insanely increase their status, you give them two each and you had no worries get hit by random encounter, give them 3 each member is already unfair for the game. you give them 4 serum each and the survival theme vanish from the game.

-about grind or not.
if you understand the mechanism perfectly, you can beat the game just with 3 super box you find in the parking and loot every item hide in the game. no need for grinding. just always escape when you fight random encounter where you gather resources from the field map.
so it player choice if they want to beat the game with grind or not.

 yes i give a grind type game to player. but if some ask can we beat without the grind, is also yes, as long you understand the game mechanism.

Thank you again for the feed back, i will fix this soon.

Submitted

There was clearly a tonnnn of work and creativity thrown into this game. Lots to love about it:

-Action sequencing was very creative. I saw you make use of jumps, rotations, multiple motions, multiple action effects and animations. You clearly worked hard on those! (come join my server - we work on action sequences in there a lot :) )

-Edited battlers with their gun idle motions . . . amazing and suuuuuper cool looking (particularly Juvia's Dual P90 Idle pose. Very nice touch)

-Progression system with gear, weapons, upgrades

-TP = ammo system

I thought it was very fun getting geared up and strong enough to oneshot zombies. I think a lot of people may struggle with many aspects though.

- Storytelling has rough English, which isn't a huge deal, but there is waaaaaaaayyyyy too much text. Even if the writing was spectacular, no one wants to read for 15 minutes for a game jam game.

The ending scenes with a million different characters didn't really make sense to me, and I admit I lost patience and just sped through all the dialog.

-Pacing: It takes much too long to get into the action. Players should be given control very quickly in a jam game, like within 1-3 minutes.

-Combat balance: So you need many allies to stand a chance against zombies, but it takes a long time to get them, and there are random encounters throughout. I imagine lot of players would just say this is too hard a game and give up early. Even after finding allies, running out of ammo makes players useless (unless they have awesome machetes), so if a player isn't situated to buy ammo, they will be in trouble.

Further, the Anomaly boss is impossible to beat under normal circumstances. You can all characters at maximum gear, and still lose. The only winning strategy is to grind money and buy lots of ammo and life up supplies. This is not a good boss design.

Given that you oneshot zombies, then can't beat the boss - this is a recipe for frustration.

I did enjoy the game. It just needs a bit of polish, particularly in writing and combat balance. But the bones are there for a super fun zombie hunting rpg.

Developer

Thank you for playing the game...
and im really sorry for the grammar, i will fix the intro,dialogue and balance in the game soon. but i can`t do it now while its still in rating period.
this is my first time join a game jam and so im little bit confuse when i put one of my theme with the one rule of the jam which is 30 minute gameplay. and with writing rate too. so i combine everything in my head just like that. a scene that describe the situation in the story for writing and survival theme for the gameplay. boy this is need time to understand. 


one of my theme is survival which is it will take player time to understand the mechanism of the game, and silly me, i put i really long intro of the game. so it make player run out the time to understand what situation is there.


-as i write before one of my theme is survival... where its ask to player to use their resources carefuly and wise, and i create a very high chance escaped from random encounter, where you can use oppurtunity to run and save your ammo or fight the enemy and gather their resources, you either can chose to fight small number encounter to slowly build your character in safe way, or fight a 3-4 enemy in single encounter to get massive resources but with more risk.... this is why i got stuck with the balance, because i put survival theme there, where i put a mechanism for player to understand how to use everything they have wisely and act carefully, but with the long intro it give player feeling to get the game done asap. this is the mistake i had, i forgot this game jam took only 30 minute, where my gameplay beyond that... sorry for this.


 -about the Anomaly(boss) for the boss he is defeatable. even when you not use any armor and only had 2grade weapon, the most important when fighting the boss is 

 1.satchel for you to perform skill many time.

 2.juvia skill called spinner that can stun the boss for 1 turn with 100% success. you must use this when you see the anomaly has glowing aura on his head. when anomaly has aura around them thats mean the boss want to use special ability, and this is juvia job to counter it. 

3.you must had at least 4-10 large ammo pack when fighting the boss. for restore health item, i put so many blood capsule in the hospital.


definitely will fix the intro, dialogue and some balance system.

Submitted

I was able to beat the anomaly by stocking up on items. I think the point you should understand is that giving a boss an insane amount of HP is not fun design. Also I think you are forgetting that the player has no idea and no reason to know that they need really good satchels and many many extra ammo packs. You need to approach battles from the perspective of the player who has limited knowledge. Instead, I think you designed the boss as the developer who knows exactly what moves to use, and what items to have.

Developer(+1)

yeah you right on this... i was not aware of that, i put to minimum clue on item type,weapon cost, skill core which is important to stop enemy special ability. 


last week i caught an idea to slip a tips on loading screen or on z-system tips menu.
like using spinner when enemy has glowing aura to stop them, using high quality satchel mean you had a proper preperation to use many skill.
or tips something like gathering resources.

the other choice is create a battle script tutorial battle and equip.... which is not my type. cuz i really teribble tutorial giver when it come to simulation script battle tutorial or equip guide. but i will give it try. digging in the forum seeking for further good way to aproach with the player. to make player understand it without being annoyed.


some script event that ask to buy certain gear maybe will do the job to player to figure it out.

ohhhhhhhhhh...... now i see it..... yes.... damn i was careless in this. maybe i will put some tutorial buy gear and medical supply then make them battle the enemy that has high rate on active ability, and i give order to use skill that prevent enemy special ability on the beginning of the game. yeah maybe i will go with this kind of idea.

thank you very much for the feedback....
i didn`t had a tester before so i don`t know what missing in this game, now with other people point of view, i can see this game weakness.

it was good choice that i take this oppurtunity to join the jam and looking for the feedback. this will improve the game a lot.
and what about other stuff like upgrade the home base?
im planing to expand this idea...

Submitted

It's great that you're taking feedback to learn a grow. That's exactly what a jam like this is about!

Submitted

I had some fun with this, however, I think it’s a bit too long for a game jam. I totally understand the difficulties with English as a second language, but it can mess up immersion with a lot of grammatical errors.

The story was enticing, but the grammar got in the way. The music at points didn’t make sense, as it was more fantasy-themed than a dystopia. I thought the combat system was cool, with ammo being tied to the weapons, but I did NOT enjoy the fact that I couldn’t do a basic attack when I ran out of ammo.

Too early into my battles I ran out of ammo and had half my party just sitting there and blocking. A lot of thought went into the item system, and I like it, but I think maybe make things a bit cheaper, or healing a bit more would help a lot. It’s also a lot for a game jam where the game is supposed to be under 30 minutes.

Final critique is that the anomaly is WAY too hard. I mean I barely did 5% damage on him, using healing items, reloading ammo etc… and that’s with my playtime being over 30 minutes.

Solid effort and I think with some work done to the dialogue you’ll have a really solid game. I’d definitely do some tweaking to the difficulty, or at the very least tweak it for a game jam designed for 30 minute play time.

Developer

yeah im sorry about the grammar.... to be honest english is my 3rd language. and i made this game from my novel, so the translation is  akward.


and about the surviving  in early game, you can just escape till you got 4 people in your party, and be sure to take 3 important box in the parking area. one of this box give you zp to buy highest weapon in the game. (theme - hidden cheat or exploitation)


and the theme about survival i put some cheap price and expensive price for player. so they can figure it out how to use item wisely because some item has a same amount of healing but give different effect. and there a situation where they can save their ammo just by avoid trouble fighting random encounter. 


the anomaly will become go berserk if you didn`t kill it in 25 turn or more, so the best strategy is to equip the best satchel to increase your max ammo and using the 2nd grade weapon or ultimate weapon and spam ultimate skill on it. believe me,,, even me as creator find it very hard to survive when anomaly goes berserk.


many player maybe think, satchel just some useless equip. no..... satchel is your breath when you fighting a boss or super boss. because to use ultimate skill, you need a lot of max ammo, if you don`t had much max ammo, you can`t perform ultimate skill.


and the most important thing is  when you fight boss or anomaly. when you see them has aura. fast use juvia skill called spinner to stun the anomaly.

the aura you see on the anomaly means they want to use special ability. and this ability is very deadly if you didn`t stop it.

about the 30 minute rule, i already cut some cutscene and put the exploit. and hope it will go smooth with 30 minute. cuz i beat this game in 26 minute with reading...... . i was wrong miscalculated this.  but what is done is done.

i can`t fix the game now while this still in rate peroid. when the jam is over. i will take all the feed back and launch the demo plus....
and i thank you for your feed back. i will make it better.

Submitted

3rd language is impressive! I think for a full game experience, the length and the item system will be a benefit. It will add a lot of complexity to the story and keep players engaged. I just meant for a game jam designed for 30-minute games, it was a lot to process.

Playtime is always hard to gauge. As the creator of our game, we already know the best paths and techniques at defeating enemies. I had some of my friends play through my game to see how long they took to beat the game. I also made it so I was able to beat my own game in under 10 minutes, which allowed a lot of “fluff” time to compensate for new players to the game.

Overall, I think your game has good foundations. I wouldn’t worry about time for your full game, as that was just pertaining to a gamejam. The main concerns would be with fixing the translation, tweaking game difficulty, and allowing the battlers to attack if they have no ammo.

Developer

thank you... now im still looking for plugin that let me equip melee and range weapon at same time without stacking the atk between melee and range weapon. the translation still in progress along with the balance of the game difficulty.

and all of this is good experience for me for the next game jam i would join.  to be honest this is my first time participate in the game jam.

so i think i will make it better for the next jam.

Submitted (1 edit)

Very cool game! Challenging and fun.

I loved the deep variety of items and equipment you put together here, and the weapon upgrade option was a nice touch. I liked that it had a chance of failing (and that it did on one attempt, though luckily not on the 5K sniper rifle lol). 

It took me a couple hours, but finally on my third attempt, after some grinding and fully upgrading all gear and my weapons to the top category, and giving the squishier toons the Zabel Gabriel Serum:

That Anomoly is tough as nails! 

It was longer than I'd expect for a Jam game, but captured my attention enough that I wanted to see it through.

The battle animations were tons of fun too, I especially liked the Suplex :)

Nice job, I'll keep an eye out for the full version so I can dive in again!

Developer(+1)

Thank you very much for playing my game... well you can enjoy the demo plus later where story not ended when you met with max.



and about the full version, i think it will need time because i want to put vehacle and base customization. where you can modificate your car and build your base. recruit other character to build your home base. add some farm/fishing.

and i hope i can put the vehacle modification in the demo plus...

just little spoiler in demo plus.... more weapon, more recruitable character. more upgrade type. you can upgrade your home base to max lv 4 or 5. but in this demo jam you only got lv 2. so this will be different than the demo

and the upgrade has a type so you need to chose... what kind type of base you want to make.


for now i will collect all feed back that will help me improve the game. so it will take time. 

see you later in the demo plus...

Submitted

I really enjoyed this game and was impressed with how long and intricate it is. I would suggest tho that some of the intro be a bit more condensed or have a little bit more player interaction (there are four scene changes and quite a bit of dialogue before the player can do anything at all). Also, I would suggest using a spell-checker and grammar checker - of which you can find many online - to help with the text in the game. I could usually parse what you were going for, but it really hurt the emotional impact of some scenes. I also thought the beginning was a bit confusing because there's a lot of talk of terrorists but then it's zombies. It was also a bit difficult to figure out how to get into the hospital. I'm not sure if that was intentional or not but it almost seems like you climb a ladder on the ground...? Overall, tho, this was a fun and intricate game that was surprising as a game jam game just for how long and involved it is.

Developer (2 edits) (+1)

I`m really sorry about the grammar and translate i had for the game. english is not my first langauge. and i nearly hit the deadline before i can correct some mistake / glitch in the game.  sorry... 

the terrorism stuff will took many time to explain latter in the story.
but the foreshadow about how  thats happen i put some hint  on the synopsis that i put in the download page, and little bit hint when lucifer and gabriel talk about killing innocent people to save humanity.

and about how marcus  instantly go to hospital room where felix is being coma. i just cut some part of the game. so it wont take to long for player to play the game.the game jam supposed to play for 30 minute. but my demo is beyond that play time. so i decided it to cut some event and go to the game play.

If you interested maybe i will update the original demo... where the story is not ended there.

Submitted

I like the Idea that mana is ammo, but I would change the color of it. It was fun to run around the hospital and fight the "anomaly". Some areas looks pretty large and empty,  but all in all it's nice game.

Developer(+1)

glad you`re enjoy it.
yeah about ammo bar color, at the beginning when make the game i want to change all the bar, but my work nearly hit the dead line so... i just go with the default.

i will change it in the demo Plus... along with several glitch... if the glitch was found in the demo.
if you find any bug or glitch. please inform me.