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William's Legacy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #64 | 3.105 | 3.214 |
Gameplay - How fun is it to play? | #100 | 3.036 | 3.143 |
Audio - Does the game have nice sfx and music? | #108 | 3.036 | 3.143 |
Overall | #110 | 3.050 | 3.157 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #113 | 2.967 | 3.071 |
Graphics - Is the game aesthetically pleasing? | #136 | 3.105 | 3.214 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice game, cool incorporation of the theme. Combat system was weird at first but it was okay when i got it (: Well done!
I like how you incorporated theme into a game. Not only two characters, but also one card for both, and you can reverse and flip it.
I didn't get combat system at first, but when I got it, it became way more enjoyable. Although I still wonder what some of the icons mean, so I cannot be sure that I've been building Williams with a correct stats in mind.
Keep it up :)
Is this the end when you reach the last tile of the second dungeon? I guess a third stage was at least intended but if so then I reached the end. The scope of the game is fine.
I don't like the capped movement speed.
However I love the character development, and it fits the theme too, congratulations.
Based on the arrows I assume one character acting makes the next action of him less efficient and of the other more efficient but it seemed to make only a very small difference, unless it affects the critical hitting rate, I wondered if it might be that. Combat is good enough anyway, it did not matter that much during my run but that you can't automatically equip all the elementary attacks if you prefer something else is cool.
Fun game, thanks for sharing.
There are a lot of good ideas here. The battle UI reminds me a bit of Shin Megami Tensei, I like the action points system, you can use a skill repeatedly to target a weakness multiple times.
I got pretty far in the first dungeon before dying and having to start from the beginning. I had assumed floppy disks icons allowed you to save, but it turns out they just heal the players, so I missed the save system entirely 😕Those icons could also serve as quick save since to a lot of people a floppy disk icon means saving.
I would have enjoyed some presentation, even just a short text before starting the game, to understand who these two guys are, why are they here and why are working together.
Besides that, good game!
I take the theme as "past and present"
Combat felt a little clunky.
Other than that, a solid entry.
Goblin were totally OP.
I like the two people with complementary ranged and melee attack. The artwork works, I like the 3D environment. I'd recommend speeding up the rotation effect when changing directions. Also, I'd find a place to put the info in when combat is happening.
I,uh, couldn't really figure out the combat or what most of the things did, so I just ended up spamming the attacks alternatively which worked well for a while, until you run into goblins...man those things soak up damage like a sponge or I am doing something very very very wrong.
Otherwise, the game has potential, but the combat system needs to be explained somewhat.
I liked the the moves/abilities had the ability to flip to chose the effect (If I'm understanding correctly)
The drawn characters are cool and the bright colors are well suited for the simple level design. HUD is quite a mess though. Early stages of combat are just spam clicking and hoping you don't run into two gobbos at once, which makes it real tough to get going especially since saving doesn't seem to work on Windows at least.
I like this one. There is a lot going on, so many systems. I agree with vallian88 regarding feedback sounds, there wasn't a lot of feedback when hitting dudes.
Most of your menu buttons don't do anything.
The guy with the gun seems kinda OP, but I guess don't bring a knife to a gunfight.
The combat system is a bit of a mess, way too much on screen to tell what is happening.
I like the music that plays, but you don't have any SFX. It makes your actions feel empty.
Your textures need some variation and you need to add some clutter/decals to give some sense of place.