Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

ExcessionView game page

Exceed yourself; Build a monster to fight your way out of hell - Dark Souls meets Disco Elysium.
Submitted by Morg — 5 hours, 8 minutes before the deadline
Add to collection

Play game

Excession's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#324.3644.364
Engagement#443.9093.909
Overall#503.7053.705
Theme#613.3643.364
Gameplay#783.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit)

Yo! I streamed the game, and I really enjoyed it! 
The art is on point, fits the theme perfectly and was coherent the whole journey.
The gameplay is nice, a "relaxing" exploration where you gather the objects or information you need. Very fun to be able to make choices based on the run you want to play. Even if I had to get my hands dirty since I didn't manage to complete the sacrificial dagger mission, even if I think I looked everywhere in that map.
Also the battle system is way too basic, where you barely withstand an enemy attack, and kill them with the second hit (and I don't think there was a use for the item that gave the speed buff - since I think you always act first). but at least the resource management makes up for it, making battles more of a choice and less of a gameplay section.

Overall I felt really engaged by the game, all the atmosphere, story and characters made me curious to continue. So I would say you did a pretty good job, congratulations!
If you're interested, here's the VOD: 

Developer (1 edit) (+1)

Thankyou so much for streaming! I actually found your VOD yesterday and watched it! You've been the only person I've observed who has really engaged with the battle system after realising that it was half baked - the poor thing got left til last and I simply don't have a good grasp of how RPG Maker combat works. You'll be happy to know that a lot of the bugs, like getting stuck on the Ritualists dead body, have been ironed out in an as yet unuploaded update. Thanks again for playing, and I'll be checking under my bed for Murderdorf before I go to sleep!

Submitted

Impressive stuff put together in a month! The atmosphere and presentation is great. The area is just the right size between large and not tedious. Some good writing too. Gameplay/combat is basic though, but that's not the point of the game.

Developer (1 edit) (+1)

Thankyou, I'm glad you enjoyed it! :D When I sketched out the floorplan for this at the start I had it in mind as a small area that would open into a much larger one - I'm glad that time restraints at least nipped that one off XD Thanks for the feedback!

Submitted

This was impressively compelling! Initially, I was worried the game's default walking speed and lack of combat gameplay would slow the experience into a slog, but the areas were condensed enough to largely prevent that issue. Moreover, the writing and artwork were genuinely immersive and made good on the "Dark Souls" portion of the "Dark Souls meets Disco Elysium."

I do think the gameplay around character discussions doesn't truly reach Disco Elysium's standard since the game lacks dice rolls and meaningful character customization, but it does fit well as a standard adventure game with interesting dialogue trees.

Ultimately, I was taken aback by how effective the foreboding atmosphere and ambiguous writing were! They largely plastered over some of the lacking elements such as the simplistic combat and the standard UI and battle animations. I'll also add that the ending twist felt somewhat silly as a "gotcha!" moment, since the rest of the writing felt so ominous and dense by contrast. It did match the theme of the jam well though, which proved important since until that point I was unsure how exactly the game would fit into the jam's theme requirement.

This was a beautiful little adventure game with a great, Souls-like atmosphere! Great work!

Developer

Thankyou for the feedback! Ah, the ending... in true beginner fashion, I had planned for this game to be three times longer, and while it was always going to end in the way that it did, it would have ideally had a bit more substance and foreshadowing to it. 30 days feels like such a long time until your two weeks into it XD It was kind of the same story with the conversation system - what is in the game now was going to be the base that I built a much more interactive set of conversations on, but I floundered and then had to throw myself into asset creation as the time starting running out. All things to keep in mind for next time! I'm glad you enjoyed it :D

Submitted (1 edit)

The ambiance and presentation of the game are truly incredible. The Fear and Hunger vibe really hooked me. You did a great job—GG! ❤

Developer(+1)

Thankyou! I'm glad you liked it - Fear and Hunger was definitely one of the insperations for this, it's a great game :D

Submitted

I have to agree that this game looks absolutely beautiful and it has the most amazingly oppressive atmosphere.

Developer(+1)

Thankyou! I appreciate that, as you're game had a really great command of atmosphere. I'm glad you enjoyed it ^^

Submitted

Fantastic heavy atmosphere that hangs over your head like the Sword of Damocles or another moody metaphor. Everything is purposely poignant and intricately designed that encourages critical thinking and engaging with the world and story. 

Wonderous artwork all throughout as well, prefect for the tone you are aiming for.  Great job on it all, such a clear and concise vision executed excellently. 

Developer

Thankyou, that's very kind of you to say!

Submitted

Amazing art and atmosphere! It was a pleasure to just walk around and take it in. The positives of this game are pretty obvious, but I'll offer a few critiques, in case you decide to develop this further (and I think you should):

Gameplay: For me, the combat felt little undercooked and one dimensional (I found a vorpal sword near the start and every fight was pretty trivial, so that may have affected things). I think adjusting that a bit would help make the gameplay more engaging. Otherwise, it's mostly a walking sim with lots of text, which is interesting to read, but not a lot to do beyond fetching things for folks.


Minor things
you probably just ran out of time on: Some sort of ambience/music during battle (it seemed a little silent); at least one of the combats used default assets, which really stuck out compared to the beautiful hand-drawn art; the black orb doesn't seem to do anything?

Glitches: After I murd, er, *after the priest died*, I was stuck on his corpse, soft-locked. I had approached from behind. I had a recent save, and this didn't happen when I approached him from the front.
I collected 4 objects of power (all red), but still could not trigger the creature creation. I had to collect a 5th object for it to trigger.

Overall a stellar entry, definitely looking forward to whatever you do with this/work on next.
Developer

Thanks for the feedback! it was really valuable - I have gone through and addressed a lot of it now and look forward to updating the game once the  judging period is over~ The silliest of these was that the Dark or was doing something - but it was targeting the player instead of the opponent! Feels narratively appropriate, perhaps I should have left that one in XD I'm really glad you enjoyed it in spite of its rough edges ^^

Submitted

I'm completely stunned! What a game, the art is great, the level design is well made and the ambiance is amazing. I can't believe this was made in a month! This is a game I would pay for. A few tiny flaws if any, getting from a point A to B is a little slow, especially when the map is so big, not being able to sprint is good for the immersion in the beginning but in the long term becomes tedious. Another thing would be that there isn't a battle background in the executioner's fight. The beginning intro when you lauch the game is also a little too dark, I couldn't tell that I could move and that the game started. But what's 3 flaws to a 100 top notch features, I mean it, what an amazing game!

Developer
Thanks for the feedback! I'm glad you enjoyed it :D It was a very busy month, let me tell you XD The slowness is definitely an issue - I dunno how i'd solve it, because I turned off dash for a reason (immersion) but I dunno what circumstance would be appropriate for giving it back again - it doesn't help that the dialogue for getting the Opportunist to open the barricade for you is not very well sign posted, slowing things down even further! I am sad the battlebacks never made it is, but even the three battlers I managed to get ready were drawn in the last hours of the Jam - time ran out very suddenly! Lesions to learn for next time ^^
Submitted

you Gotta love the illustrations, each character is unique and the environment does so much for this story, I was delightfully suprised with the amount of things in the environment I could actually interact with. same with the clipping, every path on the map felt clear and the collision felt incredibly smooth. I did find myself getting lost at some points and combat did feel basic but overall I love what this game is and can't wait to see where the creator take this and/or their next project

Developer(+1)

Thankyou! I'm glad you liked the visuals - it's where most of the dev time went XD I had grand ideas about the combat system at the start, but as time ran out I decided to focus on the bit I knew I was good at. I'm glad you enjoyed it! I'm already pondering a second project~