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A jam submission

Archaic OdysseyView game page

Old School RPG made in Gamemaker, Game is complete
Submitted by Bullethead — 1 day, 3 hours before the deadline
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Archaic Odyssey's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#503.2123.800
Controls / UI#582.5353.000
Overall Fun#582.3662.800
Sound/Music#632.1972.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Cute visuals! Always love to see more retro RPGs and I think the art style for this is well done. Some of the map layouts and tile placements are a bit weird and there's an odd effect with the water that I don't think fits the aesthetic, but for the most part the graphics are solid. I do wish there were more animations in battles, as other than screen flashes for magic it's all (very fast) text.

Music was OK. I would advise caution using that DQ III overworld tune even for a demo, tbh. The tracks I couldn't identify from other games did vary in quality a bit, but were fine on average.

I think the stat curves are too steep for pretty much everything. It felt like I doubled in power every level (one shotting the intro area mobs at level 2) but going just a bit too far outside of the ideal encounter zone was rough and didn't yield enough xp to feel worth it. Which, when most of what you're doing is farming, doesn't make for a super fun experience. Granted, that focus on the grind is very on par for DQ I, but I don't know if that's one of the design elements from Dragon Quest that you really want to emulate (or if it is, there has to be another way to make it more engaging).

Default controls were a little funky but manageable. I wish you could equip stuff from the Equipment menu rather than just from the Items menu, but I eventually figured it out.

Overall, interested to see where this project goes!

Hello from tonight's stream! Glad to see you back again!

It was nice to see some more content added in; new lands to go to and a new "final" boss.

A lot of my criticisms during the last FQ, primarily on the speed of combat and a lack of anything happening, still stand here. However, I also want to include about power scaling. Towards the end of the demo now, enemies hit ridiculously hard. During the dungeon for the second devil, any enemy would basically be able to kill me in three hits at level 12 with all of the top equipment available to me (Yes, even Ultra Deluxe). Between needing to buff myself to hopefully kill them first and just landing my attacks, three hits comes fast. However, the experience gained from the enemies inside said dungeon was only 2 more than those outside.

While the buff system you have going on is fun, I think it's starting to result in some serious power creep. It's even worse when just about every boss can wipe your gains while making gains themselves, and the only way to remove their gains is to wipe your own as well. Power scaling needs to be tuned. It would be better if the stat gains were far less, but enemies didn't hit as hard and gave more experience. If a player feels they need to grind out a level to have a chance but it takes hundreds of fights, they'll get bored of it regardless of how fast combat is.

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Submitted

I really like old school pixel graphics game so I really wanted to try this! I particularly liked the enemy sprites, very well done. Oh and the cliffs and animated water too! As for the game itself, as the title suggests, it's all fairly archaic, like RPGs of yore: very little guidance and a rather high difficulty and clunky UI, so it probably won't be to everyone's liking, but I'm up for the challenge!

Attaching a screenshot of what seems to be a tree on top of a rock? Good luck with working on the game, it's off to a good start!


Submitted

I played for a little while, and got killed by a skeleton thing :(

It seems like the difficulty is tweaked to be too high? I couldn't do much at the start, other than attacking, since I didn't know any spells. I defeated an owl and something else prior. When I met the skeleton, it brought me to 1 hp. I immediately selected the healing herb to have +30hp, but it seems like the skeleton killed me before I could eat the herb or something..

Also, it took me a while to figure out that <shift> was the "go back" button. I had gone to the sanctuary and opened the empty chest, and it took me a while to figure out how to close it.

Overall, the art looks nice and the game looks like it has potential, and I would have kept going further if I hadn't died so quickly.