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A jam submission

Guilty Red - REBirthView game page

"The Way of the Warrior is to be found in dying."
Submitted by Ud0n — 13 days, 16 hours before the deadline
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Guilty Red - REBirth's itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice#563.4173.417

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Interesting take on your "overworld" with something akin to a SMB3 type of map -- very cool to see that implemented. Your art is lovely, but I was sad when we temporarily transitioned to a black screen in between the pretty artwork, but that easily could've been a time-restraint that left some art unfinished.

There was a LOT of lore presented in this one that it sometimes felt overwhelming and hard to remember who was who / what was going on. I was also a little overwhelmed by the battle system, since there's not a tutorial, and everything seems to cost multiple different things in order to use -- including HP being required to use healing? Seems counter intuitive to me, but maybe I'm misunderstanding the system. 

I think with some more time and attention you can definitely turn this into a pretty solid game, but as it is now, I came away feeling a bit confused.

- The combat was so much fun! I really felt the hits and it was super fun to put together 2-4 skills together! However as bgillisp said, a tutorial is definitely needed. It took me a moment to figure out how to do this; and I was left scratching my head sometimes at what the skills consumed specifically (HP, TP, MP????). Also, love the floating enemies and the effects used as well, very visually nice to the eye and satisfying.

- The music is top notch. I loved every single track used. You have a great taste in music!

- I love the character designs. Their eyes are so striking and I love the colour scheme of their outfits. Seeing Rina's ears droop and go back up again in one of the scenes was adorable as well.

- I got a little teary at one of the cutscenes. I won't spoil but the entire story was very heartfelt and emotional.

- I much like the node-to-node exploration implemented. I actually rather prefer this to maps to be honest. 

All in all a very enjoyable game with an emotional story; and I definitely have an interest in the game and characters future journeys!

Developer

Thank you so much. I'm glad you enjoyed it! I will definitely fix the game for future updates!

I got this one for judging so here are my thoughts:

Interesting start to the game and idea. Got a good hook to get me started. Not sure how I feel about being dumped into a battle though with no time to learn anything about the game or skills, especially with as many skills as you have. At least the first battle is easy enough I could fumble through it as I learned the set ups.

Wait, where is my menu outside of battle? Default keys for bringing up the menu do nothing. I assume there is a menu from the screenshots, so you really need to tell the player what buttons  you are using for it if you are going to change it on people. Looking at that pic it looks like you hid it on the far side, but I had no way of knowing that as we get these to judge without the itch pages too. Never assume the player has seen the screenshots and always show them if you change the systems from default.

Since I never got the menu to actually pull up in my entire time playing this I also had no way to heal at all between battles. This made battles a little more difficult than I feel they should have been.

Speaking of battles, due to the random TP you get at start I had some battles I couldn't do anything on turn one as every skill but attack needed more TP than I got. Maybe investigate scripting it so that you can start with more? Though I do wonder if skills really need HP MP and TP costs all at once? Feels a little overboard and could be simplified a little. 

Menu and healing issues aside I do feel you have a solid entry though. A tutorial to explain the changes would help though. I do hope you expand on this though once the contest is over.

Developer

Thank you so much for the feedback, bgillisp! In retrospect I should have added a tutorial and nerfed some of the battles. This was actually the first game I made in MZ so I was just learning stuff as I went along. I do intend on expanding the entry into a series of six episodes!

Submitted

I liked the battles and the art. The music is really amusing.  The sound effect and animations of the skills are satisfying (I felt the hits... oh gawd!).

Congrats :D

Developer(+1)

Haha, I'm glad you enjoyed it. The battles can be a bit hard but in a fun kinda way ^^

This is a good rpg game that I liked from start to finish and it really has a very good story and interesting characters. I want to know more about these characters.

Developer

Ty so much, Saki. :)

Submitted

While I am going to admit this is not really the game for me, this was still unique in both execution and style and the battles were fun! I love seeing how your portraits have grown since I met you and you did a wonderful job with their designs. They still very much are Luchi designs and I love it. I am also happy to see you have plans for after the jam so here's hoping to a fun development cycle for you! 

Developer

Thanks, Ronnie :) Yeah, I understand that GR is quite a drastic depature from my usual games but I had to sacrifice level design for gameplay/combat. Since it is pretty hard to do something decent in just 5 weeks. And yeah, the art is getting there, it's just needs more oomph, I guess (maybe more depth of field? I dunno)

GR will be split into maybe 6 or 8 episodes since the actual story/lore and worldbuilding is a lot more extensive than say, Enelysion/Tiranogg. And I'm really enjoying it so far!

Submitted

--- Guilty Red 20 Minute Playthrough

- Character art is very nice. You've improved a lot!

- For the 20 minutes I played, I could tell there was some deep backstory nestled away. So many terms and mysteries waiting to be discovered. It's definitely engaging. I cleared the first map, and immediately, what I figured I knew was built upon in  a way I wasn't expecting. 

- Combat is brutal, to be sure. The concept of HP being spent on skills to represent the way that the other world puts pressure on the soul is certainly an understandable convention. But consider that you have to spend your HP, but also get damaged by enemies as well, it's a raw deal. Personally, I would have made the HP costs smaller or just cut them entirely.

The actual mechanics were fine and dandy though. Skills had creative effects and interplay with one another and I appreciate that a lot.

- I very much appreciate the node system you came up with. It seems like we made similar games, actually! Great minds think alike, huh? 8D

Developer

Thank you so much for the feedback, Mirage! I saw the original Sacred Earth ages ago so maybe I was subconsciously channeling your game, haha xD. Though your node system is definitely better than mine XD