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Sky Kingdom Enigma's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #5 | 4.778 | 4.778 |
Soundtrack/SFX | #17 | 3.889 | 3.889 |
Overall | #21 | 3.931 | 3.931 |
Overall | #27 | 3.778 | 3.778 |
Gameplay | #46 | 3.278 | 3.278 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Incredible! Beautiful graphics and great sound track! I got soundly beaten by the abyssal abomination...
My only criticism is that the font wasn't easy to read.
Las ilustraciones son magníficas. La música adecuada. EL gameplay también correcto para lo que es el genero RPG.
To preface this review, I feel horrible for docking a single point from this. It's a concept that has been hard to wrap my head around, that a game that looks and plays THIS well, never mind a game jam game, could have flaws that are worthy of mention. But alas, here we are.
I'll start out by saying that, although I said all that about points just now, I could never in my right mind dock any points from this game's visual presentation or soundtrack. Those are just immaculate, and I deeply, deeply commend the team's effort on those particular aspects. However, as others have already mentioned, the text boxes have a cropping issue. And to that, I'll add a slight criticism of the game's inventory. Although, again, it looks BEAUTIFUL it isn't so intuitive at first glance.
Then, we get to the gameplay. This is where I, to my abject despair, had to dock a single star off the rating. Although the game is, wow, a fully featured turn-based RPG game, it runs into the issues common to the genre: the ship section is populated with random encounters. Beautiful and immersive though it may be, trying to find your path from A to B while being assaulted by hordes of weak enemies can be a bit exhausting. And, of course, I think the game ends after the dragon fight, which did cut the experience short. Although, I must again realize that this is a game jam game, and one of this scale and magnitude. But, it is what it is.
Then, we have the story. I don't exactly know what's going on, but the characters are charismatic enough.
I have not enough praise for this game, and would not be surprised to see it among the top contenders. Absolutely, insanely good job!
Don't feel bad at all! It's not a perfect product, and you point out some of the reasons why. I'm touched that you felt strongly enough about it to have such turmoil!
Inventory, the sky stage, and of course completing the dungeon are all things we intend to polish up in a post jam release. We are nothing if not ambitious, but that often comes at a price. :]
Thank you for such an in depth review of our game! It means a lot to see our work resonate so strongly.
Thank you so much for taking the time to give us your input! It is truly appreciated and helps motivate us more to finish up the post-jam version of the game :).
The game does technically end after the dragon fight. Unfortunately we had less than 10 minutes left to add the "final" boss to the dungeon. It exists in the game, but only if you skip the Dragon and go straight to the stairs. The final boss cannot be killed in its current state so its really just a means of ending the game. I made a mistake when adding the crystal that spawns the final boss to the dungeon and accidentally made it despawn when the dragon is flagged as being dead.
For the world map there were plans for items that would decrease, eliminate, or increase encounter rates, but those were scrapped due to time restraints. The ultimate goal is to provide the random encounters some much needed balance and make regular enemies more threatening. I've already begun revamping the stat system so that we can have a more dynamic means of damage calculation that doesn't create such a huge disparity between regular enemy and boss strength while still maintaining a hopefully balanced level of difficulty.
Hopefully we will have a more fully-realized version out in the near future that will correct all of the issues and be a much more complete experience.
Again, thank you so much for your input and kind words. It really does mean a lot and I'm sure I will be coming back to this thread regularly to re-read your post as well as everyone elses to keep the input fresh :)
Extremely ambitious project for a jam (which is impressive in its own right), and the art is stunning. I think I got stuck somewhere in the dungeon, but that's ok, haha - the dragon boss was fun. I like some of the battle system ideas too, it's a really solid foundation.
Insane production value for a jam game. I cannot wrap my head around how you managed to pull this level of detail and stylization in a week's time. I'm assuming there's seven of you bc of the studio's name?
Aside from the text issue which was sorta dealt with when I installed the font (I say sorta bc text regularly seemed to be pushed offscreen), my biggest issue with the game is the battle system. I love traditional JRPGs, but I feel like you were pressed for time and what suffered most were the battles. Feedback feels wonky on both attacking and receiving attacks, and the game would be vastly improved with pokemon style attack animations (just like, dropping an animated vfx on top of a character). As it stands I have a hard time imagining how my characters attack and their particular specialties.
Again, presentation wise, it's impeccable. In my opinion the best game of the jam, graphically speaking. Music was very solid as well, but it seemed to suffer a bit in the gameplay area.
Congratulations on a fantastic entry :)
Haha I guess the full team is bigger than some! an artist, programmer ( whose partner also helped with many initial concepts) and 2 musicians we hooked along for the ride! But the name is just because it sounds cool ^_^
Absolutely in a polished version we would have attack animations. We had to settle for just the screenshake as we franticly struggled to get something non-broken across the finish line!
That's a huge compliment! We learned a lot this jam, so I think in the future, with our new knowledge and likely smaller scope I think we can put more effort into the finer points of the gameplay :]
Thanks so much!
The mode 7-looking graphics when you fly the ship are amazing. The spritework is amazing and especially the elf lady is super cute. Really nice turn-based game!
Thank you! we're quite fond of the elf lady too ^_^
Excellent work on this! I love the swagger on the main character's walk
Wow, what a visually stunning game. The character art, still narrative sequences, and Secret of Mana-esque airship flying are full of life. I like that the turn order for each character can be selected by the player, and actions happen one at a time. Seems like a simple thing but so many classic RPGs are all about making all the decisions at once, and watching what unfolds. Well done!
I'd love to know what games are the inspiration here, I am not all that well versed in the genre but I'm curious what other titles influenced the design and art direction.
Thank you so much! There's a lot of potential with the turn order mechanic we could have explored with more time!
As for inspirations, Skies of Arcadia is once thing that fueled a mode 7 style airship binge by the programmer which started the whole game! I was very influenced by the battle portraits and enemies in "Lufia The Legend Returns" but other than that it's just what art decided to pour out of me during the jam!
I had some problems reading the story, but the game is amazing, graphics and music are nice.
Yep, that's an unfortunate issue with the software the game was developed in; If you download the linked font in the description and keep it in the same folder as the .exe, it should show properly :]
I've had a few problems and bugs when playing, but apart from that the game is super good, graphically it's very good and the combat system is very interesting, I think it has a great potential.
PS: I loved the ship part, it's amazing.
The music was awesome (especially the dungeon theme) The art was also very nice! My only complaints are in user experience. The window couldn’t be resized and was too big to fit on my screen and (as stated on the game page) the font needed to be downloaded. That was just a minor setback however since a link to download was provided!
Thanks so much for your review! The programmer just informed me that the resolution can be changed with 1,2,3,4,5, and 6; I've updated the controls description to share that :]