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A jam submission

Don't Make Fire Emblem - the ResurrectionistView game page

Last second submission to the DMFE jam
Submitted by Viteri — 2 hours, 1 minute before the deadline
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Don't Make Fire Emblem - the Resurrectionist's itch.io page

Results

CriteriaRankScore*Raw Score
How well did this game execute its ideas?#143.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Interesting mechanics, but the execution really brings down the score for me on this one. I'll just list my issues. 1. I spent about 10 minutes wondering how to move my next unit before I had to look on the submission page comments where someone explained that you have to turn on auto end turn. The game doesn't tell you this. 2. The movement mechanics are... different but they really have no reason to be. The only noticeable difference it made was making everything slower. It feels like it was changed just for the sake of being changed. 3. The dialogue is good, but doesn't make it very clear where you need to go. So I spent a lot of time backtracking, which is not very fun under this movement system. 4. The battles are pretty tedious. It's pretty much impossible to lose if you're paying any amount of attention. I got Daniel stuck in a room with 3 skeletons and he was still far from dying by the time I rescued him. The enemies are glorified walls of HP. 5. The new combat mechanics are flashy but practically pointless, as the enemies pose no threat whatsoever. 6. When I got to the final boss the game kept infinitely giving me items and essentially softlocked me. The one thing I did like about this submission was the info menu. A lot of submissions have just thrown me into the wilderness, which is better than forced info-dumping but this middleground of optional info-dumping is perfect. Anyway, credit for effort, but this submission needed a bit smarter design and more playtesting in my opinion.
  • There's a lot of positive things to be said about the player unit mechanics with the stances and different approaches to magic and the turn order gives a nice feel of an open exploration while also working in combat. The character writing is a fun addition that helps break up the various stages. Being eased into how to use the characters is nice, but once you're used to them, it starts to drag on for a long time. The high numbers in hundreds and thousands feel a lot like because they could be done and they make fights drag on longer than they really need to for the most part. I'm not even sure what genre this is meant to be other than infuriating though because those ambush swarms, even when predictable where they'll be and knowing when you trigger them, are still annoying especially with how tedious they are to fight as mentioned with the dragging on of combat.
  • The Resurrectionist plays like an SRPG based on SPD. The most notable thing about this particular game is how distinct are the player characters. Melee characters have Stance Switch system that lets them have additional effects after activating a certain stance, while Ranged characters are more supportive and have to replenish their stock of spells/arrows. Asi from that, certain characters have unique traits that differentiates each other, like for example the Summoner reviving skeleton minions whenever she managed to last hit with her spell. Aside from the gameplay mechanics, another thing is the neccessity of checking events to trigger enemy spawns, a bit similar to tabletop RPGs. Because that will always trigger enemies, it's advised to keep the party together to avoid nasty surprises, given the enemies will have their turn immediately after spawning. Fortunately, none of the attacks of this game will be lethal due to the huge stat inflation the game offers compared to any FE game. Also, the game displays a bunch of buffs and debuffs as well. That aside, the drawbacks on the game would be that require heavy preparation and reading character information is a must given to the unique mechanics they can bring on the table. Additionally, allied skeletons are prone to despawn whenever an event happens. A pretty good entry with some interesting mechanics that made it pretty fun and enjoyable. Would recommend. PS: Navigating is a bit of a pain in the ass, but shouldn't be a detriment. I took the north path.

Any information the judges should know?
Turn auto-end on. Basically everyone has this problem.

The dialogue was designed so that some characters would interrupt one another. For this reason, if your text speed is set to fast, it may be a little confusing. This wasn't a complaint I received, just an observation watching others play.

My playthroughs took 40~45 minutes. Other playthroughs, particularly those whose experience was primarily Fire Emblem, took up to two hours.

9/29/2020: In response to some feedback, a few things are different in v2.
I tried to fix the error with Animate. Only time will tell if I succeeded.
The objective synopsis is better written to indicate enemies will attack after interacting with bone piles. Similarly, there is a new event to also hint at this tendency.
Initial boss CT changed from 80 to 40.
Bones are no longer pathable. This is to make the place event more intuitive to find and eliminate any confusion or backtracking that may occur when the player can't find the objective.

1/26/2021: It occurs to me that it wasn't a 2.0, so here I am, improperly naming it v0.3.
Animate has been adjusted to not break.
Known issue: Hargrave's event will occasionally break. You can tell this happens if the game just freezes with roaring in the background, as it dumps every spell in the game into Daniel's inventory. I cannot identify why this occurs.
Due to the nature of the escape, if you escape with your second to last unit and then your last unit dies, you will game over.

2/10/2021: updates
Animate has been adjusted to not break. Sound familiar?
Previously, Animate used pages in its event so that there was only one command to summon three skeletons. Debugging this made it a pain in the ass, so Lucia can now Animate any one of the three, and Animate will move them if they're already alive. I also fixed the part where she'd lose energy if Animate was cancelled. Under no circumstances should this break anymore. Absolutely none, okay?
Erica can now wield axes appropriately. It is somewhat shameful that I missed it until now.
The effective coefficient is increased from 120% to 150%. Axes are more dangerous to casters, ghouls, dryriders, and that other thing. Similarly, sentinels with glaives are also more dangerous to Daniel, Erica, and Maksim.
The ending is fixed so that you don't randomly lose after fulfilling part of the win condition. What's more, in order to adjust the win condition so that the game did not accidentally end in defeat, the entire ending had to be reworked. There are three now, technically.
Everyone has a name so you can tell whose turn is coming up. Sorry, Jedicars.
If you load a save, there is a chance the game will crash when it tries to determine the turn order. What's more, in testing, the save option vanished at random. Additionally, the roaring+spell softlock remains. I am not aware of any other critical, game breaking errors.

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Comments

Submitted

There's a lot of cool ideas here, but there's definitely some things that could be polished up. The first thing I noticed was that I couldn't figure out how to end my turn. I moved the unit who went first, told him to Wait, and then couldn't find an End button. I turned on Auto End Turn in the Config, and that seemed to fix it, but I don't know if that was intended. I believe you can set Config options to be on by default, so if that's intended, you may want to consider that.

The mechanics were definitely a bit overwhelming at first, especially due to the big info dumps in the menus, but once I got the hang of it, the characters were pretty fun, and some of the unique mechanics like the Sharpened Shadows were interesting to use with the turn order. The interactions in the writing were pretty cute as well, and the idea of individually moving units around and scouting for ambush spawns reminded me of XCOM, which is a neat place to take it, and it's definitely not Fire Emblem.

However, I found that I spent a lot of time just moving units around one by one, since the enemy pockets were pretty far apart. This was exacerbated by the issue that I didn't really know my objective. After getting the treasure room, I spent some time going sound, finding it was locked, and having to move all the way back, which took a good 3 or 4 turns (which is actually 24 turns). Then I spent a lot of time trying to figure out if I could interact with anything in the top left rooms, but couldn't find a way, even though those bones looked interactable. I then went to the middle room, got a prompt that I couldn't go there yet, so I had to move my units back AGAIN to the southern prison cells, where I fought off a bunch of undead. Figuring it was done, I slowly moved my units back to the middle for a second time, but found that I still couldn't get anything to happen, probably since I hadn't cleared out the skeleton/armors at the top left yet, since I couldn't find a way to trigger them? The tl;dr is that the combination of tedious unit movement + unclear goals that need some exploring/experimenting meant that the game felt more tedious to play than you probably anticipated. 

I'd recommend either giving all units some kind of skill that gives them bonus movement outside of battle, or just making the player's objectives more clear. You really want to avoid backtracking with movement being the way it is.

That being said, I did enjoy the combat parts, and there's definitely a lot of potential here. Hope you'll keep working on this game!