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A jam submission

Urban ApocalypseView game page

A story driven RPG
Submitted by ArachnidPie (@ArachnidPie) β€” 1 day, 3 hours before the deadline
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Urban Apocalypse's itch.io page

Results

CriteriaRankScore*Raw Score
Story#103.0003.000
Enjoyment (Best Game)#172.7142.714
Sound Design#232.2862.286
Aesthetics#242.5712.571
Horror#311.7141.714

Ranked from 7 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 edit)

With some custom art for the character and a more fitting soundtrack, There is way for a really neat game! Also yes, try to turn down the random encounter or make them shorter(reduce hp maybe). Because they tend to be annoying some time. Like we can't walk a few meters without two hella buff rats appearing in our face. The wandering enemies you talked about sound like a great idea.

Submitted

Great entry, the zombie apocalypse setting could really fit in an rpg and the characters had their charm. I have some issues with the graphic style thou, specially the use of different scales of pixel art in some of the assets and the use of different art styles in fighting mode, maybe using the same zombie sprites could be a better fit. Another aspect that could improve the game is making the scenery more intractable, like checking under the bed and the trash for some survival items.

Nice entry overall

Submitted(+1)

Pretty fun RPG game! I liked the story and how Akane was a pretty cool guy.

I don’t think the sprites of the heroes and the zombies match though? The zombies are huge compared to Akane and the other person. Also agree with the other commenter that there seemed to be too many random encounters that don’t really contribute to the story.

Overall, this is good, and with polish, I think this’ll be even better!

Btw, is there a place to heal in this game? When Akane ran out of MP, my playthrough went downhill from there :(

Developer

Thanks.

I just used a couple of asset packs I had to speed up development for the time limit of the jam even then I was only able to fit in 2/3 of the A ending and none of the B ending. I'm currently in the process of learning pixel art with the goal of transitioning over to my own artwork as I gain skill.


Balance is something I've struggled with. My next revision after the jam is finished will reduce the encounter rate while buffing exp drops and giving Mike more special abilities and make the player have to pick between a gun or a baton.

Another thing I need to balance is the drop rate of healing items. Bandages replenish health and energy drinks replenish magic. I've gone overboard on chest placement but what the chests give is random.

(+1)

A few things:

β€’ Your visuals and audio don't quite aid in creating the atmosphere that you're likely after with the horror or even action atmosphere. The music, in particular, is definitely not representative of what's happening in the world. In some places, silence would've served you a lot better.

β€’ No item descriptions for the Bandage and the Energy Drink.

β€’ Maybe it's just me, but the random encounters are a tad too plentiful. When I went outside, it took me 4-5 battle encounters just to get from the upper end of the building to the lower ending of the building.

Bugs:

β€’ A lot of things you shouldn't be allowed to walk on: some blood splatters on the wall, small rat holes in the wall.

It's a really great start, honestly. With a couple of visual and audio changes, you can make a nice tone to match the story you have going. Good luck with continuing forward with this.

And of course, feel free to check out our game, Black Blizzard: https://itch.io/jam/screamortality/rate/978095

Developer(+1)

I just used placeholder assets to fit stuff in for the jam. I'm learning pixel art with the goal of making things more suited for the game. I agree on the music, I'm leaning towards no music for the outdoor sections once the storm starts picking up.

I need to add more healing items so I'll be going over the energy drink and the bandage descriptions. 

I have to agree that the random encounters are too common. I decided to leave them as is instead of buffing the exp rates because I kind of ran out of time at the end due to illness. I am going to investigate replacing random encounters in the larger outdoor areas with wandering enemies that trigger battle on contact like the zombie in the second apartment.