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A jam submission

​Nirmita: The Fantasy Survival RPGView game page

Survival simulator in a magical world
Submitted by Nirmita Dreams (@nirmitarpg) — 6 days, 7 hours before the deadline
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​Nirmita: The Fantasy Survival RPG's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#44.2504.250
Art#84.3754.375
UI#173.6253.625
Overall Fun#233.3753.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Developer (1 edit)

We also recorded the gameplay video of Nirmita: The Fantasy Survival RPG for everyone who might not had enough time for playing the game himself :)

Submitted(+1)

Nice game! I have given you some detailed feedback in Discord, in particular on bugs in the Mac version. Generally, I liked the humor (mocking the player or the game from time to time), the music was at first pleasant then a bit repetitive, and then more so. Variety is indeed needed there, as others have suggested, otherwise players will just turn it off at some point. I didn't get how to raise stats and how to tame an enemy, and also found the opponents somehow whacky and quite different from the rest of the game (in style and feel). The combat needs tutorial (as everybody said) and it is not clear to me whether combat is needed at all or whether a completely different, more interesting combat might be a good idea. Even after figuring them out, I found combats about as exciting as collecting stones... just longer... With the texts ("skips round") it also feels like I'm back to the 1980s RPGs that only had texts to communicate with the players. I'm sure that could be much more thrilling. If you have fighting, it should be exciting and interesting - graphically, but even more so tactical and strategical. Turn-based is fine, of course.

Anyway, it's a really good start, congrats!

Developer(+1)

Thanks a lot for your feedback! It will be very useful for us!

And the particular gratitude for testing the Mac version! :)

Submitted(+1)

This game is pretty fantastic overall.

 I found the gameplay loop of doing everything you can with your stats in a day and then resting and then going again and slowly progressing through the quests to be pretty addictive! 

The art style is really unique and the backgrounds are very pleasant to look at. The enemies were similarly unique and quirky, and the added voice acting was a very cute touch.

The combat is okay. It 100% needs some form of tutorial though because the first time I got into a battle I had no idea what to do. The combat UI is a bunch of symbols and most people wont know what to do unless its explained. I also felt that combat wasnt very rewarding other than needing to be dome to continue gathering.

I love the puzzles and the quests and the way you sort of have to figure things out yourself. 

Its really a great job, can't wait to see more of this game in the future! :)

Developer (3 edits)

Thank you so much for your feedback!

It’s incredibly cool you liked our game in plenty of its aspects! :)

We will definitely make the combat more user-friendly and also will try to add more motivation for player to seek and win the fights :)

Submitted(+1)

Here is raw gameplay footage: https://drive.google.com/file/d/1Oi0LiATLMLpSWYd4Xub6_ddKsGhqfcvw/view?usp=shari...

Developer(+1)

Great thanks!

That’s the real treasure :) Hope my video was as useful for u too :D I made up about 10 things to improve in our game just after the first watch, not yet mentioning your text comments, which are incredibly cool and useful as well!

Submitted(+1)

Very interesting game! This is definitely going to be a nice gem, I can tell.

Feedback:
- Music is very soothing and peaceful. For variety it would be nice to have a couple more tracks, but the mood is perfect.

- Art is very nice. Locations are distinctive and clear. Enemy art is really nice and has great flavor.

- UI. The UI Art is good, but navigating and clarifying what can be done at each place could be streamlined a little bit, especially when you have to go into a sub-menu to do a default action (like resting in the cave). Also, it was a little bit annoying to have the silhouettes of the characters slowly fade-in every time when I revisit a location. It would be nice if they were just there.

- Battle: Would be nice to have a battle tutorial the first time one enters a battle. I figured out the basics, but I felt like there was a lot I didn't know.

- Gameplay: On the first playthrough, it wasn't immediately apparent how the stats would impact my run when I was building my first character. On a subsequent playthrough, it would make sense. The tutorial was decent at helping me know how to do things, but it didn't give me as much as a clear sense of how I should progress, even with the quest. I felt a bit stuck at trying to get a Camouflage Cloak. I felt it was implied that I should be able to accomplish it somewhat early in the game, but never seemed to unlock any actions in the Field. Maybe this is intentionally misleading, which could be fine as a hook to pull the player deeper. It also wasn't totally clear why the characters chose to stop talking to me if I didn't progress their quest. It just happened with almost no explanation. I think if the progression flow was clarified or explained a little more the game would feel more natural and comfortable.

All these little things aside though, I really enjoyed playing this game. Probably my favorite of the entries I've played so far!

Developer(+1)

Great thanks again! Will try to return the same favor (high-quality feedback) asap :D

We’re sincerely over the moon that you like our game and give us such a thorough feedback! We’ll carefully analyze your proposals, and make the appropriate changes! :)

I felt a bit stuck at trying to get a Camouflage Cloak. I felt it was implied that I should be able to accomplish it somewhat early in the game, but never seemed to unlock any actions in the Field.

Yeah I saw in the video you tried to return in the Fields every now and then :) Actually the first secondary quest is really assuming player should rush through locations for it (if he wants ofc), but now I see the pattern of location appearing is far not that obvious, so we definitely need a bit more leading here.

Maybe this is intentionally misleading, which could be fine as a hook to pull the player deeper.

It’s intentionally a quite far from the start, but it’s our mistake, that player couldn’t get the idea how to achieve his very goal.

Submitted(+1)

The backgrounds for the different places were very nicely drawn. When I ran out of charisma for the day, I couldn't talk to the people -- it would have been good to have some sort of error/popup explaining why, or even turning the option red with a mouseover "not enough charisma".

Developer(+1)

Great thanks for your feedback!

We started working on your proposal, will update the build soon :)

Developer

Done :) v.0.7.4.2 is here

Submitted(+1)

The art style is just amazing!

Developer(+1)

Thanks a lot!

(+1)

Feedback Notes:

  • I wasn't expecting to be taken right into the game after randomizing - would have liked to check out that character roll screen more.
  • The conversations were a bit confusing to me, clicking on a silhouette brought up the topics but nothing happened when clicking on various topics for both Herda and the first NPC. Not sure how to get a recipe from Herda for the quest. Proved a blocker and couldn't continue!
  • Very warm soundtrack fit the static art style VERY nicely.
Developer

Thanks a lot for your feedback!

Can you please tell us what OS did you use to find that nasty bug with NPC topics? We haven’t met it on Windows or Android, so maybe it’s other ones?

Windows 10

Developer (1 edit) (+1)

clicking on a silhouette brought up the topics but nothing happened when clicking on various topics for both Herda and the first NPC

Please kindly recheck whether your Charisma Energy is enough for such an action. It will be colored red if not.

Developer (2 edits)

I wasn’t expecting to be taken right into the game after randomizing - would have liked to check out that character roll screen more.

Yep why not? :) Cool idea!

We just updated our builds with this option: