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The Epic of Shinzo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #10 | 1.443 | 1.667 |
Visuals | #10 | 2.598 | 3.000 |
Audio | #11 | 1.155 | 1.333 |
Characters | #11 | 1.732 | 2.000 |
Story | #11 | 0.866 | 1.000 |
Overall | #11 | 1.559 | 1.800 |
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
The main character sprite looks good for a placeholder, and the side-scrolling movement/jumping/attack controller feels solid and responsive for a prototype. So overall this is a good start to making a full game and would like to see some additional work done on adding more areas to explore and fixing that minor graphical bug when switching between side-scrolling and overhead map sections.
I can see that this is clearly unfinished, but it shows a lot of promise if you decide to finish this down the line.
One thing I would establish for this prototype is type out what the controls are somewhere within, so as to not have players that use the keyboard fumble around blindly. I figured out the controls eventually, and what you have thus far is all pretty responsive and feels good visually. I also tested out the controls with a gamepad, which was a bit more understandable control-wise.
I'm sure you know most of this already, but I did run into some bugs here and there, mainly when pressing the G key on the keyboard, which seems to let you switch 'gravity'. When in town switching gravity and leaving to then go back into town causes unwanted things to occur. Like having the character walk upside down when on the ground and sometimes in a constant state of sliding on the ground unable to do anything except for switching again. Sometimes it also causes the walk animation upside down when in air. Possibly an easy enough fix, but something to keep in mind at least for this little showcase of what you have finished.
Also, a minor occurrence in which jumping to go out of town makes the side-scrolling character model show up for a bit on the world-map. It may be that however you situated the world-map and the town area that they may be too close...? Not sure, but it's mostly just a visible 'bug' that doesn't remain onscreen, since that model appears to just fall out of the visual bounds of the world-map.
Lastly, when in the world-map area, moving the character is pretty weird, in which pressing and letting go of the move buttons make the character move twice, as well as when using the gamepad- holding the move buttons do not do anything except move the character one tile and does not continue on until let go.
In conclusion, for whatever unfinished state this game is in, I do very much love the successful attempt here of at least capturing the visuals and feel of Zelda 2, my favorite in the series. I would love to see what you have in store if you continue to do something with this in the future. Great job.
Thanks for playing! I completely forgot about the gravity flipping feature as that was something i was experimenting with when i started working on it. Player controllers always seem to cause me trouble so that's gonna be my biggest focusing moving forward. I did keep track of time very well so i rushed a few things into the game hours before the jam ended, I'll add controls to the description for now and next build add a full menu like ii initially planned to. I am glad you enjoyed it what little there was though. Zelda 2 is not my favorite of the series but i always found it to be a very interesting title. The style fit pretty well with my current art skill so it work well in my favor. Thanks for the feedback!