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A jam submission

Halfblood HunterView game page

First person dungeon crawler inspired by the original dragon quest.
Submitted by tiger-drop — 32 minutes, 53 seconds before the deadline
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Halfblood Hunter's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#353.8674.154
Audio - Does the game have nice sfx and music?#553.5093.769
Graphics - Is the game aesthetically pleasing?#813.5813.846
Gameplay - How fun is it to play?#823.1513.385
Overall#923.1803.415
Theme - How well does it incorporate the theme?#1541.7901.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I've beat the last boss.

Several things - you can move diagonally when you move forward while turn animation still playing, as well as you can move by clicking position in the world with mouse - which is not really dungeon-crawley by itself and really sounds like a bug from the engine to be fair.

Gameplay felt like simplified old ff games basically, not sure there is any benefit to actually use fireball - same damage, but costs MP... so combat (except the last boss) was just mashing the attack button for me.

Enjoyed hidden chests, though would love if items from store would be worse than those, that you get by exploring or them to be much less affortable.

Arrow tiles could lead to neat puzzles, though there were hint that they could, but puzzles themselves weren't there, sadly.

It can turn into cool game for sure - all basics are there already.

Submitted

I kicked Perkeo's butt. I enjoyed your game, this kind of simplicity is very enjoyable from time to time 🙂 It felt like a mix of DQ1 with some FF4 sugar on top, and I liked the foe warning before opening certain doors, it feels very Shin Megami Tensei.

A very small detail, but it shouldn't display "Party healed" when you rest since you only control one character.

I think some chiptune music would have made the game even more coherent as a whole, but besides that, great job!

Submitted

So I didn't see the theme.

It was totally an rpg maker dungeon crawler.

As is always the case... rats and slimes.

I'm not against rats and slimes. My own game has nothing but slimes.

A nice little game.

But nothing to really distinguish it from any other rpg maker dungeon crawler.

Submitted(+1)

That's a cool game, great job, but the mouvements feel a little bit wierd. Great job ! 

Submitted(+1)

This was a fun simple classic RPG.  Good creative use of RPGMaker to make a dungeon crawler.

For some reason the camera was stuck pointing straight upwards when I had my controller plugged in but it works fine if that's disconnected. 

The dungeon traps are good, like dodging the fireballs and avoiding the poison.

Biggest complaints I'd say would be that it can be hard to tell where I am on the grid sometimes, especially in the lava area and the camera turning felt very slow.

Overall Good experience!

Submitted(+1)

I'm going to enjoy my victory while it lasts...

The game does feel like playing the first-person verson of a dungeon of Dragon Quest 1 (although I prefer 2, I like controlling a party during fights :) ). It's smooth (I think it's weird when you walk between tiles during the turning transition, I did not like it in the end, it's a very minor detail, of course), I like that the dungeon features a bunch of chests you might miss and environmental hazards.

Developer

Thanks for playing, I'll have to take a look into adjusting the way the rotation works after the jam. Hoping it should be as simple as just changing some of the plugin settings.

Submitted(+1)

Cool game with old school vibes.  As cat said above, you can't go wrong with that. The encounter rate is a bit high and I got issue when pressing rotating and advancing too fast, it would make me have a sidestep (into the purple poison :c ).

Developer

Thanks for the feedback, I'll look into either adjusting the encounter rate or having the encounters appear on the map. Will also have a look into the sidestep issue, might be as simple a fix as upping the rotation speed.

Submitted(+1)

I'm not sure which engine/framework is used to make this work of art. It really had that RPGMaker vibe but I don't think RPGMaker can do graphics like this so I'm not sure.

I really realllyyy had a lot of fun playing this game until, I went to 3rd level(I think I'm not sure) and one of the chests had the armor I bought just before opening the chest and that really put me off. I suggest to never put stuff player can buy into a chest. Chests should have their own custom loot that is more or less equal to buying.

Fighting mechanics were fun, the classic RPG mechanics were there and you can't really go wrong with those but, the random encounters were so much every few step I took I had to one shot an enemy just to continue. At some point it became too bothering. Perhaps enemies could be actual sprites on the world and I can have the option of dodging them by cleverly walking around them?

Graphics and Audio/Music was fantastic. Enemies looked very nice and audio/music felt just in place.

This was one of the rare jam entries that I actively played multiple times. Aside from few problems I had, It was genuinely fun! I would love to see this game worked further after jam!

Developer

Hi thanks for playing glad to hear you enjoyed it.

Yes it was made in RPGMaker MV, I used the MV3D plugin that CutieVirus made (https://cutievirus.itch.io/mv3d) for the 3D and forcing the first person perspective.

Also yeah I think if I end up doing more work on the game after the jam it would be worth making it so all the chests have unique items or gold. I remember playing other RPGs and finding it annoying when the item you just spent all your gold on shows up in a chest 5 minutes later so will definitely swap the Tyrant Armour out for something else.

Had a bit of trouble deciding on the encounter rate too, average of 30 steps felt too low but think 15 might be a bit much if you don't already know where to go. Think I have an idea for how I can put the enemy encounters on the map and get rid of the random ones, might require me to rework some of floors with narrower hallways so the player has room to dodge them but reckon it should be doable in a later version.

The graphics and animations were made by a user called Marumugi4510 (all from this pack: https://koji-marumugi.itch.io/8bit-retro-graphic-materials-all-in-one-pack). Think he's also made an NES collection too but I haven't had a chance to try it out yet.