I'm in love with the aesthetics of this game. That's really unfortunate that this isn't quite finished. I had the problem of "black maps" too. That's reeeeally sad. I wanted to play this game so much, but it's very hard for me to navigate in these maps. Very very cool art, however. I hope you'll fix this and then I'll 100% try it again! Keep it up! :D
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Resonate 2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice | #81 | 2.857 | 2.857 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I didn't know you can rotate isometrics like that! Very impressive! There's a lot of awesome engineering going on in this game. Unfortunately I was also one of the black screen people so it was a lot of bumping in the dark. :p Is there a way to fix it?
A few things:
- I actually found out you could rotate screen by accident. Or maybe I missed a tutorial somewhere?
- Met an enemy who kept on putting me to sleep and had to reset game and try again.
- The difficulty could be toned down. Or maybe it's because I couldn't figure out how to heal, so I got stuck rather quickly.
Love the art! And impressively coded!
Hi JosephSeraph!
It's "RESONATE 2"!!!! WOO!!!!
I loved "Resonate ~call out my angel~", a game that, while its initial jam submission had a few unfortunate bugs, really impressed and felt full and complete. Jo has a REALLY awesome idea of how to implement innovative systems and graphics that feel totally fresh! It's lovely to see whatever Jo comes up with time and time again.
I've also been a good friend of Jo for a long time. We've shared a creative journey together, especially in our early formative years of game development on RPGMaker.net. So I know where a lot of the creative drive behind a game like "Resonate 2" will come from.
What I see it is as a tech demo for awesome things to come. I'm not sure if I played the right version, but a lot of it seemed to be almost like a tech demo, and I wasn't sure how to progress, which might boil down to not having enough time to implement everything that Jo wanted to.
Either way, the technical achievement of what is here is staggering.
Even if its implementation had battles that I couldn't figure out the balance of, and there seems to be swathes of items EVERYWHERE (lol), it still feels like the start of something fantastic.
Utilising isometric walking systems that... might honestly need a bit of work in the "controls" department, but it's a good start. The battle system, however, seems very well-polished, and the perspective it provides is very impressive. I was wowwweed hehehehehe
While it does feel largely unfinished, it's still a good promise, and I like that a lot.
Thanks for creating this wonderful proof of concept <3
Resonate 2
by SeraphCircle (@SeraphCircle)
Hey there SeraphCircle, thanks for submitting a project to the 2022 IGMC. I'm Drifty and I was asked to judge your game in round one of the IGMC 2022 game jam. Here's some feedback about your project.
I see you were trying to go for an isometric/3D style here, but the blank black maps with invisible collision is really not very fun to walk around on.
It's really difficult to navigate to the chests and doors that are magically floating as you walk around on nothing. I found that rotating the camera helps a bit though.
I like how you've tilted the position on the battle scene to create an illusion of isometric placement.
I appreciate the custom animations and found the music and sound to be pretty decently picked.
The encounter rate is too high inside the rooms, as the player will inevitably flounder around in an attempt to escape or get to the next point. This is a compounding issue because the battles are not balanced and you start out very weak. If you encounter multiple enemies you just die.
Some early game lenience (by making the enemies much weaker) would have gone a long way in making the first combat experiences much better.
Autosave was a great idea.
Adding crafting is a cool feature, but the potions are super weak. They only heal 64 hp which is around 10% of your starting max hp. I would suggest increasing the amount that they heal for. Also maybe start the player with a few heal pots.
Making the player suffer through being charmed when they only have one character is quite frustrating. You're already outnumbered and then the enemy takes your turn to make you attack yourself. I would remove that state unless you have multiple party members. Simply because it's frustrating to a player.
The maps don't work. You have floating chests and doors, but no floors or walls and nothing to give your player a base to work with.
From your screenshots I see that you made maps, but none of that loads in for me. It's all black screen with floating doors. This is unfortunate and it's probably due to using an engine that is not designed to make 3D images to make a 3D game.
I really enjoyed the custom animations as I got destroyed in combat over and over. I suppose if I had the ability to recover HP it would have been more fun.
I think that the player's MaxHP is fine, but not being able to recover enough HP is the problem here.
You have some interesting ideas here and I think that you've got some stuff right, but also some stuff wrong.
Thanks for submitting your project to the IGMC 2022. I hope that you keep making games and have fun with the process.
-Drifty
Thank you very much for your feedback! I'm sorry you had to play through what sounded like a very painful experience ToT
It seems like the black room issue was a little setting that broke the maps, which after reverting made them work again. It 's funny because it hadn't happened when testing but it IMMEDIATELY happened to me after submitting X_X
It's interesting to see how a "little" something totally twisted and torturified the gameplay experience. Potions needed better healing too.
Thank you! Hopefully I can brush this up into a small playable story or something. Emphasis on "playable" lmao
The art is phenomenal! You did the right thing to join the jam anyway, sadly bad times can happen... :( Now I hope that your situation has improved a little more, but don't give up with this project or with future ones, you're so good at this! (I peeked at some of your work here on itch and wow, I bet this entry would have been incredible!)
I ALSO got the void room glitch and also though it was intentional, haha! Was like ooh this is cool did I press a button to show me treasure? The combat was neat, I love the aesthetics, and I honestly would love to play this again when it's a little more polished. Controls were definitely janky and I had trouble getting to doors and places to go. However, With the strict time schedule and whatnot, I think you made a very good prototype of a game that I would totally be willing to watch out for to see how it develops if you work on it more!
EDIT: The first room was the one that turned black on me and showed me a bunch of treasure I dutifully ransacked. I don't know what I did but it was very shortly after I was spoken to at the start of the game if that helps. I may have pressed a button and was told I didn't need to use that now, but I am unsure.
From reading the comments, it seems I also got the void room glitch (and also thought it was intentional haha). The controls were also really janky for me; I made it into one of the doors before quitting in frustration since I could not for the life of me get back out the door.
I wish I could have played more, as the menu UI and combat visuals were pleasing, and it's clear effort went into the project. From the screenshots, seems you were going for an ambitious 3d-esk style. I applaud and respect that. If you ever come back to this one and get the first glitch cleaned up, I'd love to give it another shot :)
I also got the black room glitch. I thought maybe it was some weird meta thing that was intentional XD
But that aside, the visuals across the board are phenomenal, which frankly, is the norm for you. I just wish you had the time to smooth everything out.
Still, grats for squeaking out something at the end of the day!
I loved the art. The battle was really nice. I got some trouble like Starmage did: just a black room, with doors and chests in the first map, but I thought it was a "blind limbo map". One of the enemies used lullaby on my forever and I felt sleepy IRL. LOL!
Congratulations on your game, Seraph. For not giving up! You are amazing.
C ya.
The arts and sprites were really great, as well as the animation! Though I'm not sure if the dark room at the start was intended? I know there were supposed to be stairs and stuff, but it would appear that everything was just pitchblack except for doors present. :O hmm, maybe an issue with how my pc handles the 3D stuff. But yeah, so far, I do enjoy the battles and the animations, very bright and lively! :) <3
Thanks for the feedback! Interesting, I didn't have glitches like that -- just out of curiosity, if you re-enter the room back from any of the doors (hoping they're all properly evented btw T.T) does the map load?
I'm glad you enjoyed it! I hope I can polish it to be what I actually wanted it to be (none of these maps were in the original plan lol)
Wahhhh ;_; it's been ages, rite???
It's one of those cases where I spent a lot of time on art/mechanics/setup, but not enough writing or making content. This time around it was simply because I didn't have any available bandwidth to work on the game through the latter half of the jam, though. Unlike with Heaven's Door, where I genuinely obssessed over systems for the entirety of the IGMC lol
Ah true! That makes sense, because what is present in these screenshots look absolutely gorgeous to the point of "Uhhhh, how did you do that, Jo?" So I can see how that would be utterly time-consuming but totally worth it. I'm probably going to stream this alongside a few other jam games in a week's time, when I get back from a family trip overseas. I'll let you know when I play it :D
can't believe i submitted this, phew
it's exactly not what I wanted to make, and it has zero chance (and merit) to win any prizes, but I feel like I should at least upload what I got, instead of giving up, right? After all the most powerful part of these jams is looking back at our experiences years later, so I decided to upload this for myself.
This was a rocky rocky month, I'm frustrated with this project, but I'm happy I made something.
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