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A jam submission

Yes, Your MajestyView game page

For Her Majesty....or gold.
Submitted by Pontax, Aru, InVeRnyako — 2 days, 9 hours before the deadline
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Yes, Your Majesty's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Great explanation on how the game fits the theme. The GDD is well written and a great base for the games development. I appreciate the sound slider so it won't blow away my ears while testing. The art style and sound effects are fun and well made, I like the humor of the game. The combat feels nice and the influences are well visible. The combat mechanics feel good, the turn based system with the music makes it an enjoyable chill game. It is not all to clear what the different attributes do, some more explanation would be great or go away from the D&D system and take things like attack power, critical chance, health and so on. The attribute system doesn't have to be super complicated, keep it simple and make it clear to the player what the stats are doing. Overall a solid prototype with a lot of potential to be a fun game.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/13oxFle9pI5j2TQ1_K10gPqkFS4t7W-85vP5-KkpJncc/edit?tab=t.0

Have you checked that your GDD is publicly accessible ?
yes

Is your game set to public on itch.io so we can see it?
yes

Summarise your game!
Yes, Your Majesty is a turn based strategy combat game. Designed to make you make each playthrough a different experience based on the RPG elements you choose. Our goal it to bring back something nostalgic with some of the best elements in roguelikes that are seen in the industry.

Fight your way through fantasy creatures, grow stronger, choose which stats you want your character to hone their skills on, [Strength], [Dexterity], [Agility], [Constitution], & [Luck]. Each of these attributes provide a unique aspect in the combat of the game.

Please explain how your game fits the theme:
You are the arrow that flies first.
You are the blade that strikes true.
You are her shield that protects the kingdom.
You are an extension of her will.
You are the weapon,
It is only you who leads her majesty’s armies.
Slay those who stand in her path.

Is there anything you'd like the judges to pay particular attention to?
Combat mechanics, how we can expand the attribute system so that balancing can be adjusted?

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Comments

Submitted(+2)

Congrats on finishing the jam! This was a fun little game. I went with an attack-only build.

I liked the music - it was very fitting and the art for the enemies and player/etc was pretty solid. 

Some feedback:

  • The art in the battle has two different pixel resolutions with the characters and the grass blobs. Would recommend they be the same. It'll also add a level of polish if the UI is similar resolution.
  • I think that for the stats and skills you really need tool tips to help explain what everything is used for. Some things like attack, defence, speed, are pretty obvious but constitution not so much. 
  • To get people to assign points to other categories they need to feel like it would benefit them. So for example when you are levelling up in Dark Souls/Souls-likes you assign points according to your build you are playing and where you feel you are lacking. In DS you may find that you run out of mana when that's how you attack so you would assign a point there. However you may start to feel squishy so you would assign to health. etc.
  • Not assigning points at the end of a turn should be an option - you may not feel a squeeze with the fight you just did but you may after the next. 
  • Bulbapedia has algorithms for the Pokemon battle system if you are interested in following more "Pokemon-like" stats and abilities you can look there. Otherwise I would recommend following Paper Mario (Thousand Year Door) Style where each point has a noticeable effect because it uses a smaller point scale.
  • Because you are using turn order and turn order manipulation I would recommend looking into the Break System in Octopath Traveller
  • The cutscene at the beginning was cute and easy to understand however I felt it went by a little too fast - maybe slow it down or allow the player to advance it themselves
  • If you add more character classes I think that having them have preset balances for the attributes and attributes that they work well for is key
  • Enemy engagements need to be balanced in such a way that strength-based stat distribution is discouraged. I.e. might makes right is wrong
  • Each enemy needs a gimmick of some sort (ex sweeper, healer, tank, etc.) that encourages different strategies of engagement. Would recommend looking into the Pokemon PVP scene because they have these terminologies and strategies well documented. For other examples you could look at Undertale and how the Pacifist route has different patterns and strategies for interacting with each enemy.
  • I didn't feel like "defend" option was a good use of a turn - not sure if it lasts a few turns or would be better suited for telegraphing a strong attack and readying it
  • Don't know how I feel about losing a turn to using an item - it might be ok but since I don't a party a heal item will get used and then after an attack it's a net zero experience.

Great job!

Developer (1 edit)

Hello and thank you for your comment with so many suggestions, but some of them go against core design of the game.

Souls-like games are more of a RPG and don’t follow rogue-like pattern of giving different opportunities each run. For rogue-lite/like game it is important to provide small decisions that will add-up in long run. Hoarding stat points doesn’t fit that.

Pokémon series at core designed around idea that Pokémons are expendable. Loosing one of them doesn’t mean you loose match and loosing a match doesn’t mean it’s game over. Because of that Pokemon system can allow way more extreme balance, that doesn’t fit for game where one damage can be difference between win and game over.

“Paper Mario: The Thousand-Year Door” system may fit if adjusted, but it would be closer to normal RPG experience system, providing points for leveling up.

As for everything else: New enemies are planned (ofk they are not just reskins of same enemy), new characters are planned. Potions and stats will be rebalanced in next update.

Submitted(+1)

A fun 'what if dnd met pokemon?'.
I think the game is really short considering how simple the mechanics are. I think it could have been a lot longer,  but I really don't know the kinds of struggles you guys had during the jam, so I really can't say. I think the different kinds of attacks should have a little bit more description on the effects that they might do; while playing I figured out one attack can cause sleep, other confusion and so, but at first I didn't really feel like I needed to do the sweep at all since it did less damage than a normal slash and it costed more stamina. Speaking of stamina, I didn't really feel like it was that valuable of a resource. Since the normal slash costs 0 stamina, I could just keep on attacking and it would eventually just become OP since I upgrated my strenght by a lot and was doing 30 dmg for 0 stamina cost. 

I think the mix of pokémon and a roguelike is a neat idea, so I really hope you guys can iron out the balancing and make the game a bit longer, as well as finish the story between the princess and the knight. I wonder if he's going to turn his back on the kingdom and start slashing through the royal guard?

Developer(+1)

glad you got to play. A lot of your questions is explained in the Gdd. We only had 2 weeks to develop so we wanted to make sure the foundation was there before moving onto more content. We have an upcoming patch to help fine tune some of the combat and add new fights. (02/15). Stay tuned!

Submitted(+2)

I love that you used images instead of text for character communication, and the sound design complements that choice really well. The visuals are all really cute and charming and I love the turn based style of battle, and the upgrade system, etc. Very cute game!

Submitted (1 edit)

You found a clever way to tell a story, it works really well.

The music and sound design is pretty good, you could slightly offset the pitch of the slash to add more variations.

Now the combat:

I don't see why I would want to block 75% of the damage, I don't know how much damage the enemy will do and I don't know how much health I have. If you vary the amount of damage from attack to attack, but you clearly indicate its intention it would give me an incentive to use the defense.

To chose which attack I want to lend I think that I need to know the enemy's health point or at least I think that I want to know the impact my attack might have.

I did not find the stats impactful enough.  I would have loved to play the game without having all my skills (attack & defense) and unlock them based on my stats or make them synergize with some attribute. For example an attacks that deals X * dexterity. This would even give a stronger incentive to use items at the right time.

Congrats I had fun playing through the whole game.

Developer

this is great feedback. We will really consider these points in our next update. We have pushed the update slated for 02/15 (V.003) for damage numbers. 
we also are providing a foundation for more replay and better implementation/use for stats with items in our V.004. 

Thanks for playing our game we would love for you to try again in our next update to let us know more. 

Submitted

Feel free to reach out when you need some feedback :)

Developer

Hello, glad you had fun, that’s most important part :)

Not knowing exact damage of enemy or their action next turn is intentional at this point. Personally, would prefer player to “go with vibe” while choosing their action. Min-maxers will just figure out numbers.

Stats impact is one of main priorities of next 2 updates. Block will probably be redesigned at some point.

Submitted(+1)

This was a really cute rpg like. Art style and voice SFX are really cute. The music fits well with the game. The progression through the different levels feels solid. I kinda just strengthed my way through it and just destroyed everything with  a dmg up. Maybe in the future some branching path ways? Seems like all the systems are in place to go on even more quests for her majesty. Maybe one day she'll pay us!

Good job!.

Developer(+1)

Glad you liked it :)

Map originally was supposed to have different paths, inspired by Slay The Spire pathing system. But, unfortunately, we had to use oversimplified version of map for this jam.

Current plan is to add proper map in version 0.3 (~15th feb)

Submitted (1 edit) (+1)

Really cute game.

I love how it can already work as a demo/prototype to a full content game. The art is great, the sound effects are great, the music reminds me of Kingdom Come Deliverance, which fits the theme. The battle kind of looks like a pokemon battle, which design wise is great. But I’m just hoping Nintendo doesn’t have some weird copyright in place for that.

A way to explain what the specific skills, like Strength, Agility etc. do would be great.

The difficulty seems a little easy currently, as I just upgraded Strength all the way, and basic attacked all the enemies. I bought a damage potion, which I didn’t even use (if it needs to be used) and I only restored my HP at the final place before the boss. Even then, I still didn’t feel like I was in any danger of losing at all.

The game seems like it would do great with a story, and with the cutscenes, it seems like a preview of what’s to come, so I’m looking forward to that.

Developer (1 edit) (+1)

Hello :D Glad you liked it.

Current stats system will most likely be reworked in 0.3 (~15th feb) to solve confusion and imbalance of some stats over others. Tooltips are also planned.

At this point game is designed to be easy, since its “act 1”. Once more content will be added, we plan to provide more challenging opponents for player along their journey.

Submitted(+1)

Very nice art style, the sounds and cutscenes were adorable. 

Submitted(+2)

I really wanted to write a comment that was only emojis just like the story of the game but alas.  Great playthrough

Developer

<3<3<3

Submitted

Great turn-based! Nice that there's not to much waiting time between turns so fights can go as fast as you want them to. Only gripe is the inconsistent pixel size on the sprites, but I'm just a nitpicker, it still looks good.

Developer(+1)

Thanks for playing. Curious what did you see that pixel size on sprites are inconsistent? all of them are based on the same size or intentionally larger body as it is a larger species (orcs). Please let me know in detail.

Submitted

Lemme reiterate, it's really just a stupid nitpick I have with pixel art and I still think your game looks great! If it's your art style than please completely disregard my criticisms.

This is basically what I mean:

Developer(+1)

I appreciate your feedback. Though  that was the intent of our design and understandably it is not for everyone. We are happy majority of liked it regardless.

Submitted(+2)

Really cool game, love the cutscenes, especially the ending. I would hope that there is a bit more information about the battles. Currently, it just shows a bunch of different attacks but with nothing to set them apart, it feels like the same to me, and I just choose the highest number affordable. I would also like a bit more information on each stat, I think intuitions about what each stat does should be correct but I think stating it blatantly is never a bad idea (unless it is intentionally vague)
Anyway, I do like a good old turn-based rpg. Good job!

Developer

Thank you for your feedback :)

In this (0.2) version stronger attacks require stamina, that’s also used for defense (block). For now, you can read stats description in game page, but tooltips for all stats are planned for 0.3 (~15th feb) with other clarifications of their affect on your character.

Developer

Thanks for the feedback, Our GDD has the information of every stat as well as description. Our first post jam release is the 02/15 which we intend to provide a tooltip for players.

Submitted(+1)

Really cool music and really cool cutscenes. Game maybe a bit easy, but awesome

Developer

Thanks for the feedback. We initially the game set much harder but then we ourselves could not get to the boss. Balancing is easy to adjust but we really liked this zone as the tutorial into the other areas. Thanks for the feedback <3

Submitted(+3)

Awesome game! You have a really nice basic framework here to keep expanding. Art and music is great and I love the cutscenes! Gameplay feel very nice, I didn't run into any problems there. I would suggest maybe adding some tooltips to the stats screen so you know what everything does, and also the same thing when you are in the shop. You can guess what the potions in the shop do by their names, but it would be a little bit nicer if there was some small description when you hover over it. The UI is also very nice and clean and everything is generally easy to understand. Really great job, keep going!

Developer (2 edits) (+2)

Hello and thank you for kind words :D

Tooltips are #2 on priority list atm, so will most likely be part of next update at ~14th feb.

So, keep an eye on game ;)

Submitted(+2)

Art, music, gameplay... Everything is great! cute and lovely  (  ' w '  )b

Submitted(+2)

The intro is so cute! And i love the gameplay!

Developer

Thank you so much! We have more cutscenes coming and more gameplay. Expect the 1st & 15th for bi-weekly updates and patches.

(+2)

Love the art and the gameplay, the attribute system is fun too!

Submitted(+3)

Had a lot of fun. I also enjoyed the music so much, that I kept it playing in the background after finishing the game!

Developer(+1)

Glad you enjoyed it. I'm gonna post the music to YouTube in the coming days. ;) Watch out of it.

Submitted(+2)

I beat the game by maxing strength :) Good job!!

Submitted(+3)

That princess sure has an interesting voice, top-notch~. Solid rpg overall, enjoyed it~ :)

Developer(+3)

The princess reached out to me and asked me to help her with her voice. You don't want to hear the before voice. XD
Thanks tho. We're happy you enjoyed it!

Developer

Thank you! Yeah we really wanted to give the princess a cute vibe not some evil dictator. We have our first update coming out 02/15!