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A jam submission

The Legend of ZildoView game page

Epic 8 bit open world adventure RPG
Submitted by Vi Silvester — 16 minutes, 57 seconds before the deadline
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The Legend of Zildo's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#53.1253.125
Characters#73.0003.000
Gameplay#72.5002.500
Overall#72.7752.775
Story#72.2502.250
Visuals#93.0003.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Neat little game. I totally understand not having enough time on the project! Good Job never the less!

Developer

Thanks ! I will certainly will keep development. Honestly if had a single additional week, I think I could to a lot more

(1 edit) (+1)

The game has a lot of potential, but i noticed that if you cross the bridge across the river then find the 2 lakes in the 2 sections connected by a river, you can suddenly walk on water.  And as others have said, the enemy combat system should be upgraded in the future. I definitely will come back to this once some updates have happened.

Developer(+1)

Well what is happening is something that i forgot to mention XD.

If you have the second relic active (river tunic) you will be able to "swim", there is no animation since it become a low priority feature.

Originally each rellic would have a unic map effect, but saddly, no time to implement all of them.

Submitted(+1)

The movement feels too quick and the sword attack's range is too short, which makes the game difficult. Also, all the MP at level 1 is only enough for two shots of magic attack, and the magic attack is looking weak and not worth using. 

And I recommend building a monster health pool UI or a pop-up damage number UI, so that players know how much damage they are doing. Maybe we can have some dialogue or story to explain what is going on here, as our theme was a villain RPG.

Overall, the system logic works pretty well and the art looks good. The transformation from one map to another is nice. The music sounds cool and fun.

Developer

Thanks for the feed back :)

About the magic been quite low and weak at the beginning was a deliberate choice because the original intent of the game is that the magical attacks are from the relics that you will collect during the game, but since we already start with all of them indeed it dosent make a lot of sense by itself.
About enemy health, i was planning to add a pop up damage number, but due the lack of time it was one of many mechanics that was not included :/

About dialog, its another feature thats not included but was always in the plan. on each one of the caves in the game you would have an oracle statue, these statues would tell a bit of lore, as well how aquire the 4 relics  and how you could use their powers to overcome obstacles.

Submitted(+1)

Nice Nintendo throwback. It would be nice to have a goal like kill x number of each enemy and you clear the Island and win. The enemies also should agroo and try to kill the player.

Developer(+1)

Thanks for the feedback
Totally agree, i was implementing the dungeons but sadly i run out of time, i will be continuing developement in the future.
About the enemys, i pretend revisit the combat sistem as a whole so i decided not implement the enemy response yet, since it could probably been completely discarted.

Submitted(+1)

You should start with the enemies in my opinion, it doesn't make sense to create more content if the basic game loop is not stablished. After you have at least some decent combat you should go to the rest. You can also make more changes to combat later on but it needs to be your first task in my opinion. ;)