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A jam submission

The Underworld of NaruView game page

Monsters from the underworld are attacking Naru!
Submitted by Lemmonaide — 23 hours, 11 minutes before the deadline
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The Underworld of Naru's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#342.3852.385
Writing#352.1542.154
Sound Design#372.3852.385
Overall#382.3852.385
Creativity#392.6152.615

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.

Submitted

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!

Submitted

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:

  • I cancelled out of the quest selection menu the first time it appeared and the opening event happened again, bringing up the quest selection menu again but with the same quest twice this time.
  • I tried to talk to Lenora and nothing showed in the chat box, locking me into a dialog with her. I had to quit the game and load a save file.
  • While investigating the second explosion, the cutscene would repeat if I tried to leave the area. This prevented me from advancing in the game. I restarted the game and the same thing happened again, so I had to stop playing there because there was no way for me to finish.
Submitted

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!

Submitted

The isometric art assets definitely give this game a unique identity, but I had a few issues that kept me from enjoying this game:

  • The transparent text boxes made text really hard to read
  • The battle system seems like it was only slightly modified from default (skills like dual attack and strong attack make an appearance and seem to be unchanged from the default values)
  • Weapon animations don't line up with the characters using them and do not match the game's overall art style
  • The writing was pretty rough
  • Random invisible walls (see screenshot: I can't go up even though there's a bunch of blank space here)

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!

Submitted(+1)

Had some different graphics then the other games.