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A jam submission

Black Horse X White DragonView game page

A Project made for the Srpg Studio All for One Jam
Submitted by Anarch16Sync (@anarch16Sync) — 23 minutes, 57 seconds before the deadline
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Black Horse X White Dragon's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#44.2494.750
Graphics#63.5784.000
Theme#72.9073.250
Overall#73.1303.500
Fun#82.9073.250
Audio#92.6833.000
Mood#93.1303.500
Humor#92.4602.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Expected duration
20 minutes if you rush it. Maybe 45 min if you take it slow.

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Comments

Submitted

First and foremost, let me say that I absolutely adored your turn style implemented in the game. I did not grow up on Fire Emblem in spite of the design of my own projects, but in fact, I grew up on Shining Force! It's another SRPG series that orders it's unit turns by individual units rather than faction, much like this game does, and it introduced such a vastly different kind of depth to the strategy that I felt like a kid again. And much like when I was a kid, I kept getting my tail handed to me on a silver platter. :P

The initial encounter wasn't difficult, but the escape sequence I had to try multiple times before I was able to successfully flee and I felt like I was only able to do it by cheesing the system. It brings to mind how much my friends hated it when I did reinforcement spam in my own project when it was much younger. At the very least, you can still capture the feeling of escaping if you laid off on the skeleton reinforcements or made them much easier to blow past. Especially in games like Shining Force, unit retention is utterly important and it did not feel good to sacrifice my entire army to get past the map even if that map was technically the last.

I noticed there is also the bug of my units not gaining experience points upon defeating an enemy, which made getting levels awkward as it made more sense to draw out the battle, which in concept doesn't actually make much sense.

The story definitely could use a lot of improvement, but you did set the scene up pretty all right, the mood was there still. The final battle, while could have been more coherent, was pretty awesome, I'll admit. I also liked the characters, though there wasn't a whole lot to them.

I think what I liked most apart from the turn order system was the map tiles. They were absolutely gorgeous. Helping it, the map design for the one map that mattered was concise, full of life, colorful and well plotted out to help players design strategies for dealing with the initial group of enemies. I liked it a lot. I think first and foremost, your map was on point.

While the story didn't really impress me, the system was really fun, the map made me want to keep playing and your design sense shone through, so I can safely say that if you ever made something serious using this system, I would play it. Good job!

Developer

Thank you for the kind words, and I'm happy you found enjoyment on experience, specially the turn system, while is not exactly like the one Shining Force uses, it is pretty close. I have been hoping for someone to code it or something close enough and Robinco sharing the plugin was like a signal that I just had to use it on this jam.

I'm really guilty of going overboard with the scape sequence, but I wanted to create a true feeling of dread and push for sacrificing at least 1 or 2 units to reach the scape without actually forcing a "sacrifice scene".

On the other hand the units not gaining exp on kill is a concious choice I made, "learning by struggle, not by easy victory" or something like that. I really went a bit wild with all the experimental ideas I wanted to try haha.