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A Tale of a Young Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #272 | 3.167 | 3.167 |
Overall polish | #336 | 2.833 | 2.833 |
Overall | #354 | 2.889 | 2.889 |
Creative use of art assets | #444 | 2.667 | 2.667 |
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
I didn't want to kill that first dude... He didn't do anything to me :(
I'm not really a fan of the cooldown on the bow, it makes everything so much slower. I tried the sword once and then never again: way too slow, way too short a range, and way too much down time after you hit the enemy. It felt like the story was a bit too predictable too.
Other than those small grievances, I'd say the game was well polished, the little particles and animations really gave it life, and shooting the bow was satisfying. I think that's what kept me playing to the end.
I would have loved to see more dialogue, every character was either scared of me or attacked. Apart from that you've put together a decent experience. Good job! :)
quirky and cool game :)
Only improvements I could suggest is making it a bit easier to use the bow, and some music!
Saw that ending coming from a mile away! As soon as he gave me a bow I was like, "Nah this dude is EVIL!" nifty little jam game. At some point after dying a couple of times my arrows stop going where the cursor was. At first I hated the particles but then they made sense. Glad you had optimization for if you already killed enemies when he asks you to do it because I had already wiped out half the map by the time he asked me to do the second mission. Dying wasn't really a penalty though, I'd maybe change that! Overall solid little game!
Writing isn’t my best skill ¯_(ツ)_/¯
I noticed this problem, didn’t have time to fix it, maybe I’ll release a post jam version fixing some issues
Glad you liked that, what was supposed to happen is e will tell you the mission even if you did it and the he will say “You already did it?” but because of some bug that didn’t happen, maybe that was for the better
I agree with the last point I wanted the enemies to respawn once you die but didn’t have enough time to implement it so made it so alive enemies will heal once you die
I might have added permadeath but I think if it’s a jam game this will turn people away after their first death
Thanks for your valuable feedback
shooting feels a bit floaty but fun little game.
can you please explain some more (what do you mean exactly by “floaty”)?
The reload of arrow didn't seem very intuitive. I would think the character is ready to shoot, but it would fire after a while. Some feedback on when the arrow is ready would help.
when your weapon is ready it should flash white and spawn some particles
oops.. didn't notice that.. will try it out again. Thank you for the tip.
I thought it was obvious enough
Anyways you’re welcome
Fun game!
Thank you
Fun game!
Did I just kill civilians?
Anyway, I liked the fight mechanic and the overall premise. I think you can cheese the archer AI by walking very close to them, because they stopped shooting at me.
Exactly that’s the whole point what I was trying to say is looks are deceiving sometimes
yeah when you are so close to them they try to leave some space between you and them
cool game, the idea of a medieval rhythm combat game just cracks me up. I feel like this idea has a lot of potential and could be really fun if developed further.
Thank you
and I don’t think there is a rhythm component anywhere in this game…
I love the different juices in the game like the rotations, alongside player attacking. Ran swiftly on my PC. One thing I would recommend is scaling down the world to make room for some more detail on the map! An overall 4 star from me, well done!
I agree the map is big
Don't worry, a big map has its pros too. Loads of people didn't like the small map for my game, and thought that the excess detail made it hard to concentrate on the individual aspects of the core mechanic.
Pretty fun, always enjoy a game where you get to shoot a bow. The speed of the arrow was perfect and fighting ranged enemies was very engaging. The main thing I would change is the player stopping when shooting. Otherwise, good job, solid game jam! Also I particularly like the dialog boxes
Thank you
Is there a particular reason that makes you think that making the player stop while attacking is bad? or did it just feel bad?
Well that sure was something. Played it a bit wrong though. Took the bow, killed the target and tried to go back to the dude. He gave me the same bow giving speech again (bug I guess) so I started wandering off.
After a bit everything on the whole world was dead so I returned to the dude. So yeah, he had more "missions" which I had all already completed. Woohoo, a sword, seems useless. At least on the hands of those sword enemies who never even got close to me. I'm guessing that the bow is far superior so you should probably have given the sword first.
The bow shot freezing the character to a spot was a bit annoying. The archer enemies didn't have the same issue so the most useful method of taking them on was outranging them which in turn didn't feel right either. Getting rid of that freezing and giving enemies more range and also slowing down their arrows so they would be dodgeable would make the combat feel way better. Those would have then felt like proper duels. And the sword guys could just block the arrows with their shields so they wouldn't be the jokes they are right now.
The world was a bit empty too. Would either need to condense it down to a smaller size (without losing anything that was there now really) to get rid of just complete emptiness or better yet add more stuff in between. Wouldn't even need to be anything interactive, just like the very sparse forest but more. And some nooks and crannies with some chests filled with, umm, health pickups at least could be a potential candidate.
Sound was lacking. Nothing bad to say about generated beep boop sounds at all but they would need some variation and more effects overall. And obviously music too would help mask the monotone nature of them too. Especially since the jam even allowed using external music.
I also didn't like how the character got stuck to walls if walking too close to them. I'm guessing they were individual colliders. Changing the player collider to circle would fix this.
Anyways, good job! Enjoyable game.
Thank you so much for these great suggestions
That was a bug indeed he should give you a new target once the last is killed
Someone else told me about how underpowered the sword was
making the attack freeze the player was to give the attack some risk inspired by Zelda and Dark Souls, how do you think it could be better, should I make it shorter? or just remove it?
and for the sword enemies I agree they are so easy I made faster in the last minute and thought that will fix them but apperantly no I guess another reason for this is the environment they’re in maybe I should have put them in a smaller space which will give them some advantage over the player, if you shoot an arrow at them while they are attacking they will actually block it so I guess that’s a shield maybe?
I actually only made the world in the last day that’s why it’s not that good and I’ll make sure to give the level design and world building more priority next time I make a game
I wanted to make things closer but I don’t think unity has an option to move tiles after being placed, not sure about that
I agree about the sound thing as well there were many sounds that I didn’t have time to add e.g: when the weapon os ready, when you try to attack using a weapon that isn’t ready yet, etc…
I noticed the collider issue and I didn’t know how to fix it thanks for providing a solution to it
again thanks so much your suggestions are pure gold to me
The combat feels good. Sometimes the bow don't shot at the mouse direction. An indicator which characters are friends and which are enemies would be great. I shoot on everything! :) I missed music in this game. This would give it better atmosphere. Overall nice game. Good work! :)
Thank you
I noticed the bow issue too late
I don’t really understand what you mean by “An indicator which characters are friends and which are enemies would be great” do you mean the people who don’t move in the castle? those aren’t really friends rather a cover
Ah ok. My first impression was the king and his guards are meant to be friendly. Thanks for explanation.
I really liked the combat and the level layout. It starts off easy and in open areas but then gets more difficult in the castle.
But there were a few things I noticed:
I noticed both points too late I’ll make sure to not make these mistakes next time I make a top down shooter
Cool entry with good combat mechanics and nice particles :) Good idea to make it so that the bow has some kind of cooldown. Here are two things that could be improved:
Good job!
The old man will tell where is your next target, wasn’t that clear? or how should I have done it?
Also hearing you liked the combat makes me happy because I spent the majority of my time making the combat system
I loved the particles when the bow was ready to shoot, and the movement particles. If this had an end-game goal, it has potential.
There’s actually an end to it
I couldnt seem to find it? I went through the castle area above and nothing else happened, it seemed the map was cleared.
were there enemies in the castle or not?
I do not believe so, let me retry it.
Edit: Upon retrying, there were no enemies in the castle, and no endgame triggered. Maybe a bug then :/
I really don’t know why this is happening because in both versions I can see enemies in the castle
I even tried it on a very low end computer and there was enemies in the castle
Maybe try playing the other version of the game (if you were playing on web try playing on windows and vice versa)