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A jam submission

Fables from the Ceos lands : Hopley Riper.View game page

He just wanted to join the guard ... and it ends up in the history books.
Submitted by go-yukkuri — 31 days, 14 hours before the deadline

Play game

Fables from the Ceos lands : Hopley Riper.'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1122.6672.667
Theme#1212.6672.667
Engagement#1542.0002.000
Overall#1542.1672.167
Presentation#1961.3331.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

making an entire new combat system is certainly a way to achieve "beyond expectations." It was fun to mess around with once I fully understood how it worked. There were a few menu glitches I noticed, like Heal reading Potion when used, but otherwise I would be interested to see how this game evolves mechanically going forward. Though on the story front it feels like an excuse plot for exploring this battle system more than anything else. The two other kids in the orphanage seem decently written with the little bit of it I'm given access to. But the rest of the story is pretty generic so far.

Developer(+1)

Thanks for your feedback. I admit that the story is a big excuse, but not for the combat system. I wanted to respond to the theme of the Jam with the scenario but the adventures did not allow me to reach the end. As a result, the unfolding is very generic. I was mainly going for a later plot but now that the Jam is over, I'm thinking about revising the story without changing the characters. I admit that I hadn't thought that the combat system could respond to the theme of the Jam so your comment makes me very happy. Thank you for playing my project and I'm glad you had fun. I'm on another Jam at the same time but as soon as I find a moment I will come and test your project. Thank you again and see you soon. :D

Submitted

I gave this a spin, not at all knowing what to expect from those screenshots, and a complete lack of description... 

  • No saving? I'm out XD I completed the second fight and was going around town when i left the game. 
  • I won't harp too much on the English text because the french makes me think it's not a first language, but it was a bit rough. There was some nice flavor to the dialog but that takes a hit and becomes a bit messy after the tutorial.
  • There was some nice effort in parts to display the Visual Novel portrait movement style, pity it goes away for long stretches too.
  • The visuals: they are very clearly unfinished and I don't want to be mean, but they are...very poor. I can kinda see what you were going for but its all squares and arrows and it does nothing to appeal. 
  • Gameplay is...interesting, but feels very hard to understand. The tutorial was harder than the fight itself, even, though I suppose that comes with having to explain a complicated system. Still, needs a lot of smoothing there, and I would probably make the tutorial enemy's patterns easier to start out.
  • The item/magic menu are nightmarish and very awkward to navigate due to the lack of visuals.
  • Dialog needs another pass for sure: at the intro I don't think you ever told me where I was meant to go? Then at some pint they say go to Colosseum then that's empty and you have to go to barracks...overall needs clarity, and shortening the fluff in some spits.
  • Shop menus are only in french.
  • Inventory/Spell menu icons at the bottom while outside of combat seem to be bugged, sometimes they open the other menu (item/magic) instead.

In short: an ambitious concept to be sure! But the execution and above all presentation drag it down.