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The Underworld of Naru's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #34 | 2.385 | 2.385 |
Writing | #35 | 2.154 | 2.154 |
Sound Design | #37 | 2.385 | 2.385 |
Overall | #38 | 2.385 | 2.385 |
Creativity | #39 | 2.615 | 2.615 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Extra Information about your game
Be sure to open all of the chests in town. Also, the credits will be at the end of the game.
What themes did your game use?
Time Travel and Hidden Cheats
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Comments
Aesthetics were new for me, I like em!! I love the sprites, they looked silly at moments but over all the mapping and sprites were my favorite thing.
You need to revise your triggering events and the events per se. you can cancel and repeat same event over and over and after the second explosion I was softlocked into the game.
Combat was simple, not bad but not impressive either.
It was a good entry, gave me different vibes, it just needs tons of polish.
There were some cool things about this game. Taming monsters was cool. The antagonist was pretty creepy looking. The maps and locations were pretty good overall.
The overall execution of this game felt very sub-par and thrown together. A knife appears in the main character's basic attack, and it doesn't fit at all. Events were a bit off too, sometimes triggering them was tricky. For example, seeing people dead after an explosion, I had to wander around a lot to find the right tile to step on to trigger the scene.
Combat was very one dimensional as well. There was 0 challenge, and characters were pretty indistinguishable. Needs a ton of polish, but it worked from beginning to end, and told a coherent story, which is something!
The pre-rendered graphics gave me real Dink Smallwood vibes (this is not a bad thing)!
I liked how creepy the antagonist looked.
You had some good use of plug-ins, but the quest system seemed unnecessary.
Ran into some bugs:
The isometric art was definitely different, but it’s certainly not a bad style.
The combat was solid, but the default RPG Maker weapons appearing don’t really fit the art style. I also think the combat was too easy, as I defeated the final boss by myself, with no allies in about 3-4 turns. The story was also a bit weak, not really going into detail as to who anyone was. In addition, the textboxes were cool, but having no backing makes them pretty hard to read. Mapping was the best part of the game, and you created a really detailed environment.
Overall, solid showing, and I can tell you put effort in, especially in the mapping. Keep it up!
The isometric art assets definitely give this game a unique identity, but I had a few issues that kept me from enjoying this game:
Being able to tame monsters is a cool concept and I would like the game to do more to explore it. The game's compact nature made the current implementation acceptable, but it would be neat to have more choice around it. For example, a Pokémon-like system where you have to damage the enemy to a certain amount in order to capture it.
This game is a fine first attempt and I hope you continue to improve your skills!
Had some different graphics then the other games.