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A jam submission

KarmaView game page

A short "RPG" adventure where your choices, items, etc effect your "Light" (aka karma)
Submitted by LGWV (@ConvolutedYT) — 10 hours, 54 minutes before the deadline
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Karma's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibilty#333.1183.118
Overall#433.3783.378
Controls#433.4123.412
Graphics#453.6473.647
Fun#453.3533.353
Originality#483.6473.647
Audio#633.0593.059
Theme#843.4123.412

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
Duck, Curses

Game Description
Just a short 'RPG' style game where you explore a dungeon, fight monsters, talk to NPCs, and effect your Light level (karma)

How does your game tie into the theme?
all items in the game, most dialogue, and all combat interacts with your "Light" level - a kind of karma system that effects most areas of the game loop. A darker level gives you more brutal and direct options, while a more radiant level gives you more compassionate options.

Source(s)
https://github.com/LGWV27/godotWildLight

Discord Username(s)
LGWV

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

Very fun little RPG! I really enjoyed all of the lighthearted dialogue. I think I did some things out of sequence and ended up with the really OP duck-slaying gear earlier than intended because I bypassed some fights. But it was fun going back and absolutely annihilating everything lol.

Very charming game, nice work!

Developer

Thanks for checking it out! I definitely need to up the encounter chance in some of the fight locations, or maybe a boolean for forcing encounters in boss zones

Submitted(+1)

Ooo yay a little adventure game! I love the vibes! The walking animation is so cute it looks like he’s skipping around hehe. The art for the environment is really pretty. Hehe I wandered out of bounds I think: image.png

I kept revisiting chests to roll for better loot hehe

I don’t think it was intended but I do like that there is a pacifist route that I can kinda skip everything and go to the end lmao. I actually skipped the duck, got the sword, then came back to fight and slay it after hehe.

The stats didn’t quite feel very impactful, maybe some indication of how it affects battle might help give the players decisions more influence over the game outcome. Making the art have the same resolution (either by scaling up the canvas for the lower res characters, or scaling down the higher res ones) might make the game feel more cohesive visually.

The ending narrative is very sweet I like it (and the rainbow text too hehe) image.png

Overall it was a neat little adventure game and I had fun exploring. Great work!

Developer(+1)

I forgot to add collisions to the tileset there, oops image.png

we’ll call the chest rerolling happy accidents lol. I entirely forgot to delete the loot area after the box had been opened.

Thanks for the feedback! Stats and trying to show how they work is definitely is something I’m missing out on a bit, probably will add an update after voting that lets you see all “skill check” dialogue, but only lets you select the ones you have “unlocked”

Submitted(+1)

Cool game! I really like the concept of karma defining your playthroughs. The dialogue was very fun and the presentation is great. Maybe the fights could be more challenging, I might've oneshot most enemies. Also, it's a minor nitpick but I'd really appreciate the movement to be a bit faster, I'd rather spend more time reading dialogue and fighting than watching my character walk between the rooms. It didn't get in the way of my fun, but I was less inclined to replay it. Overall though, nice entry!

Developer(+1)

Thanks for checking it out! Balancing mechanics like combat is definitely one of my weaknesses lol. Definitely agree on the movement speed. I’ve implemented a sprint in my test build alongside environmental hazards like spike floors to make the “overworld” more interesting - will be posting it after voting has ended

Submitted(+1)

Nice game! I loved seeing difference in dialogue on my second run. Good job!

Developer

Thanks for checking it out!

Submitted(+1)

A fun dungeon crawler. I enjoyed the light heartedness of the character conversations and how the duck (which looks great!) was weaved into it haha.

Wasn't expecting the shift a separate combat screen which was really cool.

And having conversation options based on the dark/light of equipment is really interesting. Nice work.

Developer

Thanks for checking it out!

Submitted (1 edit) (+1)

Great contribution, fun gameplay. Will have to play a few more times because I am curious if there are multiple endings based on Karma or if Oswald maybe won't join you if you have dark Karma. (I played a light Karma character)

Pros:

  • Idea seems well flushed out
  • Battle seems fairly intuitive other than a few issues below.
  • I liked that you have to choose between decent "light" gear, or strong "Dark" gear
  • Good choice of audio
  • I like the inclusion of a storyline.

Critiques:

  • Would be nice to be able to be able to adjust Audio values besides just Muting
  • Battles:
    • When spamming attacks, seems to overwhelm the stack
    • when defeating enemy, they seem to get a "last attack"
    • Would be nice to have some type of indicator showing what "Party" or "Magic" does
  • Didn't realize stats screen at first don't dynamically update.
  • Art style between the different characters didn't seem entirely cohesive
Developer(+1)

Thanks for checking it out! There are some minor differences in the “epilogue” based on your karma values, and some different options for “dealing” with ostwin.

Thanks for the feedback too!

  • Audio sliders is definitely on the list with my next jam, as well as a more fleshed out options menu in general. I’m really considering putting a solid few days into my options menu next time, including options like brightness, resolution, etc.
  • Attack spamming does get pretty messy, and can allow you to brute force encounters when the player’s speed stat is higher than the enemy. Originally I had the buttons disabled while the combat rounds were resolving, but ended up removing it partially for the fun of seeing the text popups scroll by, and to speed up less challenging encounters.
  • Sometimes the enemy can get a last attack - the architecture of the battle system is a little haggard, causing some issues with the timing (I’m using some wait statements in it that honestly should instead be activated by signals)
  • Fair point, and probably something I could have put into the stat/info screen
  • Honestly the stat screen is the final thing I made lol, I think I just ran out of steam and just set it to update on open/close of it. Definitely something to rectify (and should be pretty easy since there is already a “stats updated” signal)

Art style was a rough one - I delayed making Jenkins and Ostwin until the final night, and churned them out in about 5 minutes. I got bored and tried to remake ostwin, this is a bit closer to what I envisionedostwin v2

Submitted(+1)

I like Ostwin's portion. At first I thought Ostwin was a construct so when I was reading his rolls in stream I did it in a robotic voice 🤣. Overall though I think the game was quite well done.  This was my first official Jam, and figuring out what to prioritize on was DIFFICULT! Looking forward to seeing your works in future jams though!

Submitted(+1)

Would be cool to see how attributes affect your damage/defense. Maybe add sprint. Good job!

Developer

Fair point, and thanks for checking it out! Definitely something I can look at adding to the game description in the meantime

Submitted(+1)

Very cool karma system, the combat is nice and I like the writing in the dialogues. Spamming the Attack button does make everything go mad but it's kinda funny and it isn't meant to be played that way so it's cool, just thought I'd point it out.

Also, what the hell, that duck looks GORGEOUS!

Developer

Thanks for checking it out! Originally I had the buttons disabled when the round was still resolving, but decided to remove it since I liked being able to move faster through skeletons / common enemies. Looking back, I should have just entered the actions into a queue for processing or something similar.

Yeah the duck was easily my best art asset lol

Submitted(+1)

My first thought on seeing the thumbnail… was “Yay I found the game with the cool duck from discord ! Hope it doesn’t suck!” And… happily it did not suck! I feel like I may need to replay this a few times to see all the game features… I think I may have wandered my way directly to the end on the first try. Would definitely love to see more of your cool duck in this or other games in the future!

I did have the little freezing issue mentioned on the page, but it fixed itself fairly quickly and would have loved to have been able to play in full screen mode.

Developer

lol thanks for checking it out! The duck is definitely the star of the art assets tbh. I forgot to check the fullscreen button on the itch page, should be able to see it now!

Developer

As a note, there is a slight hitch after hitting the play button, and a slight hitch during the first loot box. It should recover after a few seconds, and shouldn’t occur after the first loot box.

Developer

Figured out this was just caused by the particle emitter that spawns when the chest opens, ~30 minutes too late lol