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Relics of the Forgotten's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #29 | 3.470 | 4.250 |
Art / Graphics | #45 | 3.266 | 4.000 |
Overall Fun | #57 | 2.858 | 3.500 |
Controls / UI | #71 | 2.041 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It feels very very alpha, but the core game seems pretty enjoyable to me. I had a lot of fun exploring since Open world is my thing, I am also pretty lost most of the time. I had trouble finding what's needed for the first quest, I was struck down by what seems like basic enemies, the tutorials also look like work in progress, as some basic keys wasn't explained and I had to find it... like how to get out of a chair. lol
I had a blast testing it none the last, best wishes to the development this looks promising. FYI, my sound got muted by Twitch on this game, to play it safe I had to cut a portion on the archive, it was just me lost at night anyway. Just so you know, the music track you are using might backfire for us streamers due to permission issues. The track was Celtic Atmosphere -Alexander Nakarada, might be too famous... even if you have permission... Twitch doesn't, YT might give me issues too. X_X Might want to consider commissioning someone. I recommend https://www.atumsoundworks.com/ for very affordable rate.
VOD: I started with your game.
https://www.twitch.tv/videos/2096318048
Happy to hear that you enjoyed the game despite its current flaws. You're correct that it is still in an early stage of development, and this is mainly a demo of the core features. There will be more content soon.
I will try to make a few things clearer from the interface (like displaying relevant input buttons when interacting with chairs). Orientation during quests will be one of the bigger challenges in the development, as I would like to avoid objective markers and make the exploration feel organic. Maybe getting lost will be less frustrating once there is more to discover in the world.
Sorry if the music caused you inconveniences, I hoped that these tracks would be fine. But I wanted to go for an original soundtrack at some point anyway. So one more reason to take care of that soon.
Thank you for the feedback and I hope to have you back as a player in the future.
There is a quite big potential here. However, currently it does feel quite raw, to be honest. Open World where you are wandering around a huge area with nothing to do, and Arena where is no balance between fighters - especially with an extremely weak Archer (player), or a monster who falls from 2 hits of Sword. Additionally, equipment can break very fast, forcing you to use it only against enemies who seems dangerous, which you cannot be sure about.
I agree that there is not much to do in the Sandbox Mode so far. Adding more quests and locations will be the main priority now that most of the basic systems are up and running. There should be more content in a couple of months.
Weapon durability is always a controversial topic. With a higher skill and better weapons it becomes less of a problem, but I see why it can become frustrating at the start.
I'll have to rebalance the arena equipment at some point, as there have been changes in the damage and health calculations, recently. But the balancing might stay a bit off for a while, as it is difficult to scale damage and character progression for an open-world game when there is just the starting region yet.
Thank you for the feedback and good luck with your own project.
Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.
Since you watched me live, you know or have an idea of how I felt about the game. I'll still record it here for you, in the event you need a refresher.
I had a lot of fun exploring this. I'm not normally into open world RPGs, but maybe because of play TotK again recently I was having a lot of fun. Attacks felt like they had weight and impact depending on the weapon. That said, many weapons felt incredibly slow and hard to hit with. Animations were slow in general and felt a lot like a Dark Souls combat system to me. This isn't a bad idea if it's what you're after, it's just not my cup of tea. If Dark Souls combat isn't what you're after, I'd say look into the speed of animations and see if parts of it can be adjusted.
When using the bow, there should be a target reticle. I remember you said the default one isn't actually where arrows are shot so it made it confusing, but that to me only affirms the need to have one and make the arrow shots match to it. This way, a player can have some idea of where their arrow is going to land. This feature would also be useful for any weapons that attack with precision, such as the spear.
Other than that, it looks solid. I hope to see it again in the future! :D