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Whydah Class's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #4 | 3.395 | 3.667 |
Theme | #4 | 3.395 | 3.667 |
Gameplay | #5 | 2.160 | 2.333 |
Creativity | #5 | 3.395 | 3.667 |
Presentation | #5 | 2.469 | 2.667 |
Overall | #5 | 2.963 | 3.200 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Academy of Magic in your game?
The game is set in a magic academy where you play as a teacher.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
Student or Teacher - the player character is a teacher.
Timetable - the days are split into four parts (Day, Afternoon, Evening, Night) and there are six days to the week! While I hadn't gotten around to unique events on certain days, various actions can only be performed at certain times on certain days.
Dorm Room - You gain access to your own bedroom which you're able to fill with some items you can purchase from vendors in game. Bit bare-bones though, if I'm being honest.
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Comments
There's a lot of good ideas brewing here and it shows the foundations of a good game. You started with a pretty big world and every so often, I would hit a soft lock that would throw me back a few steps. With some more polish and dedication, you've got a good game to show here!
Right now it's rough, but you've made some good strides on making content where I know where to go, what to do, but there's a few odd choices. The biggest being having 'shift' be the decoration button. My RPG Maker brain just auto goes to 'shift = run' and I kept hitting it. Part of that is on me, but I don't think I would be alone in that mistake, so binding to another key might be a lot of helpful, like 'alt'.
There's a lot of work to be done and polish to be applied, but the foundation is good!
- Okay, this is some interesting flavor for what is basically standard combat.
- So, what you were talking about in the first fight, it would probably better if the main character came with a set of skills that he could use instead of just lecturing them. Ordinarily button mashing risks getting old fast in normal combat, but after giving that intro to combat, it's a lot more disappointing because you don't have any skills to use to get the most out of what you're trying to accomplish with combat.
- I like this character portrait. The art has a lot of personality.
- Whoops! The character portrait doesn't erase if you interact with the book on the desk!
- Nia's character portrait is good too! Shame we only get to see it once and then you keep using the MC's character portrait for all of her conversation!
- Oh, there we go. In the second conversation, the portraits work normally.
- You're forgetting to close character portraits a lot. It's make navigating a little tricky. But now I've got two nice portraits on the screen, so it's got its pros. Should probably fix that, though, lol!
- Note to self: to get the portraits off the screen, check the calendar.
- But...you HAVEN'T explained that you're more than just a scarecrow! Saying you're more than just a scarecrow isn't explaining; it's exclaiming!
- Oh, this section has some promise. Is the garden for crafting, perchance? If so, I am definitely interested in seeing a much less broken version of this.
- Oh, dear. Accessing the garden without inventory for it soft-locks the game, I'm afraid. Let's try this again.
- Back to the scarecrow now. Do NOT interact with the garden yet...
- Oh! He gives you seeds if you don't give him guff! I'll save anyway, just in case it soft-locks me again.
- Indeed, the fact that I have seeds in my inventory doesn't matter; it still soft-locks me. Oh well, at least I saved this time.
- What in the world? Does saving the game not take you to where you saved? Where am I? I thought I was...what? I've never even been there! I've only gone through the upper portion of the main hall! How did you...? How is this save system working??? CAN AN RPG MAKER SAVE SYSTEM EVEN WORK LIKE THIS??? Okay, so...the first playthrough. I didn't save and soft-locked when I interacted with the garden. Second play through, I saved in every room, just in case, and at the garden, it soft-locked even though I had inventory on the second go. So, I reloaded my most recent save...which was in the garden after I got the inventory from the scarecrow. I reloaded it, and for some reason it dropped me in the main hall so I figured that for some reason, it just hadn't read my garden save. So, I go back in the direction of the garden, but I'm in a completely different hall and I walk into a classroom, and so I go back, and I try to go up into the cafeteria, but the walk's way longer, and so, I'm really confused! Yes, I'm in the main hall, but I've never explored it! I've never been here before! Why did the save open here? How is this even working???
- Word of advice; set dash to "always on". It's just a quality of life thing I've learned over the years of let's players yelling at my MV games...
- Okay, navigation in general is screwy. Leaving Whydah's class drops you in the upper left of the main hall. Saving drops you in the lower middle (...how????...). But if you go back the way you came to get to Whydah's class, you end up at the library. To get back to Whydah's class, you go through the lower left, and find yourself in a hall that leads to the workshop, and then to Whydah's class, which is not where you come from when leaving.
- Different colored book cabinets, but interacting with them accomplishes nothing. The library is gaslighting me!
- Customizable quarters! No idea how to customize, though, or if it's even been implemented. Doesn't seem to be.
- The headmaster's office is by the cafeteria! Okay, this definitely needs a map, or a less confusing layout. One of the two!
- So, look. The art everyone's using is really good across this jam, but I got to level with you; you're using my favorite character portraits. I'm seriously loving this art. Are they yours or a pack?
- Well, this took a real dark turn. So, just to be clear, any "Dark wizards" in a society like this aren't the bad guys.
- Oh, now decorator mode is on! This is a good one!
- Divination seeing that students turn evil and deciding the best course of action is to kill them. This is a really awesome story-hook and has a ton of potential. My issue here is the decision makers. A teacher in the scenario is the guide for these students, and knowing their future, has the power to turn them onto a different course without killing them. A teacher would know this. Whydah, the soldier not understanding this is fine. "I'm no teacher" is a pretty consistent dialogue option. The headmaster, however, should absolutely understand this. In this scenario, he's either an incompetent headmaster, or he's an authoritarian, unqualified as a teacher, but asserting himself as a rulemaker. But this seems like an amazing idea to give this choice to the player. Kill the students, ruin your character's life, but save the world? Try turn the students down a better path and succeed? Or fail? Or join the students against a headmaster that by doctrine alone is just as bad of a dark wizard as any he's trying to destroy. Just because he's not twirling his mustache and clearly struggles with the evil he "has to" do, doesn't mean he's not evil.
In case it's not obvious, despite all of the really serious problems this game has, I'm really enjoying this. Now, I've reached a point where nothing new is triggering, so I'll go ahead and call it done and give it a rating.
Apologies, I did not make the artwork. Most I did was modify someone else's stuff for the calendar. I forgot to include the links for where I got assets - I've updated the game's page to reflect these now though. For the character art, it's from Ddant1100, there's a link on the game's page now.
You can learn new skills later - part of the MC only having "Lecture" for his first round of teaching is 100% because he's not really a "teacher" before he arrives. He doesn't know what he's doing, so all he can really do is talk at the students rather than actually help them. Was going for a, "show them mechanically he's a fish out of water" sort of thing, lol. Though thinking about it, at the very least he should know how to take a break even without knowing the job.
Hearing you talk about the garden had me like, "What, I never had those issues testing - wait a minute. Did...did I ever test the gardening?" No. No I did not. How embarrassing, lol. I'll take a look at it again, see what's going on there.
I have no idea what's going on with the saving. I never really checked that either, tbh...never touched anything for the save files, so it didn't occur to me that it could go sideways. I'll take another look at it.
Anyway, suffice to say, it's got a lot of issues for me to fix, lol.
For anyone that has downloaded this game, the dev put a copy up without an executable. If you have MV, this is easy to deal with. Simply take one of your MV projects, copy the Game.rproject executable from that and drop it into his folder. It'll pull the game right up.
- The game screen is obscured in the app.
- You forgot to turn off the SHIFT fast-text feature for devs. I can't actually see the text because of the screen so it doesn't matter.
- Slimes glitched out of existence. I'm still fighting their shadows, though. Also a bunch of couple image errors in combat: NiaBattler, DorianBattler.
- Yeah, I got stuck on a loading screen after combat.
I'll try again later. I can't rate it like this.
Ok, looks like I forgot to set the size for the browser player, but it also looks like the file didn't zip properly and is missing files, hence the issues with the slimes. Course, you're not supposed to be able to see them in the first place since they're just placeholders, so there's something else for me to fix, lol. I'll reupload later with something that will hopefully work
EDIT - Found the issue, when rpg maker deployed it it decided that the images I clearly called were not ACTUALLY being used, so it didn't include them with the deployment. Hence those errors. Now the issue is, it refuses to include said images if I try to exclude unused images, so I need to include them all, but then it's too big to play in browser. I'll upload a zip you can download for now while I cut through what I can get rid of.