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Project: Celestial Ark's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics - Is the game aesthetically pleasing? | #26 | 4.182 | 4.182 |
Audio - Does the game have nice sfx and music? | #71 | 3.364 | 3.364 |
Overall | #95 | 3.173 | 3.173 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #98 | 3.182 | 3.182 |
Theme - How well does it incorporate the theme? | #109 | 2.591 | 2.591 |
Gameplay - How fun is it to play? | #138 | 2.545 | 2.545 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Love the visuals in this entry!
The movement felt a bit sluggish and I found it a bit difficult to understand the systems, but the story, music, and character/monster art was all fantastic.
Really enjoyed this world :)
Cute visual style, even in little things like the battle UI buttons. The use of elements with creature capture mechanics reminds me of an old PSX game called Jade Cocoon, although that was a bit more Pokemon-like… haven’t seen anything like it in a while, anyway, so that’s cool. All you need is a little garden where you can feed and raise them or something!
Great music track, but a notable lack of sound effects, which really affects the feel.
A few more little nitpicks:
I think the little things like that add up, and are what you need most, compared to things like content or balancing fixes, but congrats on the unique submission.
Stunning art and music. Needs a bit of sound effects for actions and little more clarity of what happening. Its really difficult to understand who is attacking right now and what their abilities are. How defending works and how to protect weakest (currently) party member (if possible). With critter hp and capture points invisible its also hard to plan ahead.
With a bit more clarity and sped up movement that game could be a real gem! I will give it few more attempts later on for sure.
Loved the story by the way. Its sad story though. Damn those miners grrr!
I got back a few times to the game because I kind of liked how brutal it is in current state even if it's all due to bugs in the end. You're super craving for money as a result, praying to encounter Miraculous Cats since it's the only way you won't face a game over.
Phoenix potions don't work, level ups seem to effectively do nothing, or at least your HPs can't be healed above your initial value, and even at level 10 you don't seem stronger.
When bugs are fixed it will be a completely different game and I feel like the game I want to play is actually somewhere in between, maybe consider a hard mode.
Although probably not the intended way I had fun playing the game, congratulations and thanks for sharing, I will surely go back to it after it's fixed too.
Thanks so much for your feedback! The difficulty definitely needs some adjustment, along with the bug fixes. We unfortunately ran out of time near the end and couldn't do much playtesting at all. I ran into the same issues you did when playing. Just waiting until we can upload a fixed version. :D
Thanks again!
Gorgeous! Loved the cute critters, glad they were only KO and not killed.
Movement felt too slow, but enjoyed playing anyway.
Thanks for playing! We didn't have the heart to let the little critters die, hah.
Art is gorgeous!
Music is also nice, default volume was a bit high for me and I couldn’t find a volume setting in the game
Movement/rotation speed was very slow for my taste
Loved that you had to manage multiple characters.
Felt bad killing cute monsters… felt a little better capturing them ;)
Some audio feedback / sound effects in combat would take this to the next level
I loved the concept for this game. Would love to see it fleshed out a bit more. Any plans to continue development post jam?
Thanks so much for your feedback, glad you liked the concept! We definitely plan to go back and fix up issues, plus add in the things we ran out of time to do (one of the big ones being sound in general). :)
Great audio and visuals!
Well done making a complete jrpg combat system!
Thanks for playing our game and for your kind words!
Art is great, wish there were more feedback on a few things. It's hard to know when it's your "turn" in battle without explicitly looking. Some sound effects and animations would work well.
Movement is painfully slow. The characters and art look great, but that style doesn't translate very well to 3D. I felt like I was walking through a dungeon with really pretty wallpaper, rather than walking through a forest.
Great music and I like the overall vibe of the graphics and sound. Very cute character and enemy sprites. While I'm not a big fan of JRPG style games I can appreciate the work put into this.
Cool idea with capturing enemies. Felt a little bit random though.
The movement is way too slow. I get that you maybe went for a laidback crawl experience but this is just too slow.
The perspective could've been improved a little bit. The player can't see parts of the floor and corners on the current tile and that makes orientation a little bit more difficult. This can be solved by pulling the camera back a little bit or by increasing the FOV slightly.
Thanks for playing our game! I agree with the speed in the end. While we play tested it we had a bit of back and forward with how fast you should be able to move while still feeling like you are moving from grid to grid. In the end we settled with what we submitted but you can hold down the forward and backwards key to move continuously (while still taking a small pause between movements).
I think we learned a lot being involved with this jam and what we could do more to bring it inline with the genre while still offer our take on the game.
Capturing is a unique mechanic for a dungeon crawler, but since we can't see their health or capture points, combat become experimental rather than tactical. Visuals are compatible with each other and also uniqe for the genre.
Thanks for the comment and taking the time to play our game. We wanted it to feel a little bit more trial and error, it was a deliberate decision not to include health and how close you are to being able to capture a critter. We did end up adding in that combat toast mechanic on the side to help the player understand what was going on with the combat, but maybe we should have added more aid.
The art is really nice!
This game looks like it could be pretty cool with a little more work.
The movement feels really slow, it takes forever to move and to turn. The dialogue is also very slow, it would be good if you could speed it up. I would read it, but I have to wait too long for it to show currently.
The capture mechanic seems either really unreliable (something like a 2% success rate when I tried it) or there's some trick to it which isn't explained. I tried just spamming captures. I tried hitting an enemy once or twice then trying captures. It always seems to be very low success rate. Maybe there's an element thing involved? If so, it could do with some sort of tutorial to explain it better.
Thanks! I agree I think the movement could be speed up a bit, I wanted it to feel like you were still moving on a grid but maybe that impacted playability to hard (lessons learned!). The capture mechanic uses a type system with points. You have to hit an enemy with their weak element X times before you can capture them.
Thanks again for your feed back and taking the time to play our game.
Very cute graphics but why does moving feels so slow?
Thanks for your feedback, I actually felt this pace was okay for this type of game. But after playing a few others I agree we could have made the movement faster. Thanks for your feedback!