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Shard Saviors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.000 | 4.000 |
Humor | #1 | 4.333 | 4.333 |
Graphics | #1 | 5.000 | 5.000 |
Theme | #1 | 4.667 | 4.667 |
Overall | #2 | 3.667 | 3.667 |
Mood | #2 | 3.667 | 3.667 |
Innovation | #4 | 3.000 | 3.000 |
Fun | #5 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Average playthrough length
1-2 hours
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Comments
Innovation:
This puts Genealogy of the Holy War's scaling to shame: the whole map's on one continent! Thematically, picking up the pieces and reassembling the continent is interesting.
Fun:
The Jugdral inspiration is clear, and I like my Jugdral. Implementing roads to speed up backtracking proved to be useful to catch up any units lagging behind. There wasn't much incentive to rush, however. Almost every enemy was static and when my fortress was destroyed the game didn't end. The chapter took me 47 turns and 1:20 to finish, shorter than what I was expecting. Low percent crits were ever-present, but I never got hit by one.
Theme:This game knew its theme, and stuck to it. The empires shattered with the Divine Glass, and Ki and company have chosen to put things back together again. Small things like the misaligned road tiles add to the sense of the broken world. It's a shame the storyline petered out halfway through, but deadlines are deadlines. It did come to a conclusion, at least.
Humour:The banter between Ki and her friends is funny, as are the recruitment conversations. But then the text dries up in the second half of the chapter: I can only assume due to deadline crunch. But what is there is good.
Mood:The large amount of custom assets set the scene nicely. Being able to see the whole world also helps sell just how big of a task fixing the ruined world was going to be.
Graphics:These are another point of focus. Almost all the default assets have been replaced with large, distinct portraits drawn for the chapter. All the player portraits are tinted blue, while all the enemy portraits are tinted red. The chapter tileset is also refreshing to see. Some of the late-joiners don't have full-sized portraits, presumably due to time crunch, but that doesn't really detract from the work that went into the rest of the character artwork.
Audio:There wasn't the most variety in music, but the tracks that were there did their jobs.
Overall:
This chapter set out to be a big, contient-spanning epic with unique graphics for everyone. And as it so happens, I like Jugdral. I did find it a bit odd I could pick off the enemies at my leisure, but it was a nice and relaxing run, low percent crit rates aside.
Shard Saviors is without a doubt the entry with the best presentation of this jam, not only is the art, music really high quality but they are really unique. All player character being blue and enemy characters being red gives it a feel of cohesion with the game sprites. Also all Shard Holders have unique portraits, giving a feel that each enemy is unique.
The tileset are is also incredible, is simple in nature not trying to hide the grid at all and most terrain being "a single tile", there are no conecting forest, mountains or anything, even the roads don't connect properly to avoid breaking the grid pattern.
And the writing is top notch too, the premise of civilization depeding on some sort of magic crystal that shatters (also everyone looking stonish like) and that then needs to get back put together is a great interpretation of the theme.
Also, the characters interactions were fun and I was really looking foward to recruit more guys, beacuse each conversation was such a treat.
All that being said, while the gameplay premise is really good, and the use of "advance wars roads" really helped backtracking, I think the team run out of time to give it a second pass or balance it out.
The map is really big, but the only enemies (at the start) are the lonely shard holders around, at the start is alright since you have few units, but it never really scales, while you get to build an army to march around, shard holders just stay put waiting for their demise. The reinforcements that target your home castle make sure you need at least a couple of guys left there to protect it, giving at least a secondary objective to just marching on.
Also, I'm fairly certain that all weapons and items, outside of dark eruption are the default items that come when creating a new project, another thing that ties into the not-scaling of the game, you don't get better weapons or items at any point.
And by the halfway point, characters just started joining with no dialog.
I'm hoping for some later updates to add the missing dialog and see if a second pass makes the last half of the game more interesting.
Overall, the game is great in all the things related to presentation and theme, but the gameplay loop never scales in complexity besides marching to kill the next shard holder, wich makes the last half an exercise in patience more than anything. Still I'm holding my hopes up to see how this turns out after a few updates.
Hey, just wanted to say thanks for the review! I recently put out a post jam version of the game (which I made sure to label as such) in case you wanted to give it a try. It has more dialogue for the characters that didn't have it, a bunch of different shops with new items, and a slightly different ending sequence. Lemme know if you try it out!
My stream of consciousness thoughts while playing:
Closing thoughts:
I never used the strong healing. Feel dumb for not using it, you get 2 free ones for 6 uses and it could've sped up a couple sections if I'd used it. Never knew I was a dirty hoarder
Never found out what the spanish text was for, so I DeepL'd the text and it seems to be the "check enemy skills in forecast" plugin. But no enemies have skills. Strange
I only ever bought 1 dark eruption and 1 healing item. Durability's a nonissue, even Ki and Bismal who I used the most still had durability in the teens for their starting weapons at the end, so I didn't need to buy refill weapons and the shops just didn't have anything particularly cool. I could've bought a weapon for Fakt or Lytomi I guess, only real thing I would've done differently
Aesthetics are gorgeous. Having an original soundtrack for a jam game is so great. Map theme got a bit repetitive for how long the map took, maybe could've switched tunes at some point, but that's no big deal. Character and UI art are both fantastic, and I love the tileset. Even its simplicity (e.g., doesn't have big sprawling mountain tilesets, just single pieces) adds to the charm
The idea of, "cross the world in 1 large map which evolves to become easier to traverse as you progress, meanwhile your ever-growing army needs to spread out across that continent to protect your home base" is a really awesome concept, and the idea of rebuilding an already shattered empire is a great use of the jam's theme
But god damn there is SO much walking in this one. Was this inspired by death stranding? Walking for ages, trying to rebuild society? That'd be funny. But yeah the moving enemies were more of an annoyance than a threat since they don't target you (which is fine on its own!) and the bosses hit so hard that the only strat I had was to wait next to them on EP or pick them off from a range they couldn't attack from, so the game was walk, wait, walk, wait, while I had 3 or so units goalkeeping the start position. I feel like better movement mechanics could've gone a long way, maybe something like rescue, or being able to use map features like the port or something to cross sections of the map quickly. Also the game kept adding new ways to backtrack, but I didn't really need to do that very much myself, so it just benefited the enemies. Which isn't a problem, but it would've been neat to have reason to return to base sometimes. Or maybe that would've slowed the pace even further. Hard to say
The exp curve was a little punishing for earlier-joining units. "Falling off" is too harsh, but they were definitely never as good as later-joining units since they need multiple kills to level up and there aren't really lots of kills to go around (except for the base defense crew)
Character writing was really fun. I'm sure time constraints were why there was almost no dialogue in the second half and I think that's a huge shame - that's one of the game's strengths. "Well we can't sell these artifacts of power now, so we might as well use em to rule the world ourselves" is fantastic, and everybody was funny. Just wish I knew what goofy quirks Tek, Fakt, Ajerdo, Delicia, and Hohum had too
I enjoyed Shard Saviors! Thanks for making it :)
Yo, thanks for the detailed in depth review! I'm gonna send this review to the musician and artist too so they can see your comments and feedback as well. As for me, the different comments and advice and info are much appreciated. Some things I didn't get around to due to time constraints and not having figured stuff out, and other things I hope to get better at with more experience like better enemy battle balance stuff.
I wanna say that the different plugins you suggested sound real useful, and I will try them out and see if I can make a nicer "post game-jam" version of this game with them. Just to make sure I got them all, you suggested:
Assuming these are all of them, I'll try to find them and see if they work well with the game. Also, glad you liked the writing, I'll definitely be adding more writing for the rest of the characters in a post game jam version of the game, too!