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A jam submission

The Eye - TigerJam3View game page

Submitted by daid — 1 day, 7 hours before the deadline
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The Eye - TigerJam3's itch.io page

Results

CriteriaRankScore*Raw Score
Technical Implementation#14.6004.600
Fun/Design#23.6003.600
Graphics/Animation#33.4003.400
Overall#53.3203.320
Music/Sound#82.4002.400
Theme/Limitation#92.6002.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Size

Solo (1)

What main engine/tool/language did you use to construct the game?
Own C++ engine

How does your game apply the optional theme?
Due to overscoping, not really...

Which art and audio did you / your team NOT create from scratch?
Graphics, music.

Would you consider the game complete? (At least as a prototype/demo)

Incomplete

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Comments

Submitted (1 edit)

I like the game. After two runs, one lost at the Tiger the other earlier, i discovered that you can have multiple heros. 

The battles are a bit too often.

With a full party i managed to get to the prison. The guard killed me because i forgot to drink my potion.

It would be fine, that you can drink postions not only in battles (or can you?).

BUT it is a working RPG----GOOD JOB

Maybe i play on another day further.

Developer

there isnt much content after the jail due to a mistake of mine (disabled the enemies in the next area for testing, and forgot to enable them)

Submitted

Very impressive making a game in your own engine for a jam. The web version is a bit broken, but the Windows version works perfectly under Wine 7.7.

I played the game twice and had no problems with the difficulty (Priest FTW), although I did get stuck in the prison. I thought it was the end of the game until I read from another commenter here talking about later parts of the game.

This is very well made all things considered.

Submitted

This is seriously impressive to be built from scratch. The engine really feels full-featured and seems to have everything you'd need, and the game itself is fun and has a really nice feel to it. The main issues I had were bugs and balance. I did miss the fact that you can recruit multiple party members the first couple plays, but even after figuring that out it still seems on the difficult side. I went out with a full party and managed to defeat the tiger, but all except one of my guys were wiped out by the tiger's one hit kill jump attack. Trying to get back with one guy was a struggle, as I was getting two-spider encounters every couple steps, so I didn't end up making it.

There did seem to be some bugs, or maybe I'm not understanding the controls. Sometimes when I load the game, the keyboard doesn't work, others the cursor keys work but the mouse doesn't click buttons (sometimes I can see the button change color on click, but it does nothing). I was never able to hear any music at all. I also got stuck on the inventory screen twice, as I couldn't find any way to exit it. Escape just gives the option to quit or return to the game. Overall though, pretty good for what I'd expect on day 10 of developing a brand new RPG engine!

I also really like the visuals (I've used this tileset in the past and know how much work it takes to make it really look good), especially given the palette. The animations were really fluid and everything felt alive. I hope you're able to keep working on the engine code and use it again in your next jam!

Submitted

Going for a jrpg for a jam was pretty ballsy & considering the amount of time this is really impressive, even if unfinished.

Absolutly loved the scenario ! Made me go like : "wait... are we the baddies..." XD

The art looks neat given the palette we had. everything looks coherent & easy to read.

The squid was a bit (a lot) overpowered :p 

Overall it's a really fun game ! Great job :)

Submitted (1 edit) (+1)

Very fun game! There was a lot of content for just a jam game. It was a bit difficult at times, the enemies were showing up every 3-4 steps (a lot), and there were a lot of misses on my guys, but it was still enjoyable enough to give it 3 tries and an hour of playing time.

Some small bugs (or inconsistencies, not sure):
the battle music didn't stop playing after I got beat, and persisted to the next run.
the order that units would go in battle. I'd use 3 guys, then the enemy, then 3 guys again. (edit: I'd have 4 people in my team)
Surprisingly few bugs for a jrpg made with a custom engine.

And just for personal difficulties on my end:
I had no idea what to do after I escaped jail. The repair guy did not show up because I didn't read the bookshelf. After I went back and read it he appeared, and even then it took me a while to  find that secret catacombs entrance. Also was there supposed to be a boss in there? I got the dialogue after I got the ring but no boss showed up (I just gunned it for the exit).

And last paragraph because this doesn't fit into any other paragraph:
Very fun game! From making fun of generic jrpg tropes, like grave robbing and the eye of the tiger, to the fun characters, like the mermaid spider chicken and squid (the squid might be bugged, the tentacle attack dealt 0 damage and healed for 0). It's clear that those characters aren't supposed to be as strong as the typical ones, but I still found them really fun!

Overall: great game! If you didn't mention that it was made using a custom engine I legit wouldn't have known.

Developer(+1)

Oops, I forgot that I disabled that final boss for testing :D (you can enable it by editing the resources/area/catacombs.lua file, just need to remove the -- in front of the battle() call)

Random encounters happened every 5 to 10 steps. (instead of a random chance on each step)  So that cannot be 3-4 steps :D

There are quite some hidden mechanics, the battle order is actually defined by agility, so faster characters attack more often. I thought about visualizing this, but didn't know of a good way. (it works a bit like the ATB timers of Final Fantasy, but then without the waiting for a timer to fill)

And yes, the squid tentacle attack is bugged, it deals 0 or a huge amount of damage. I made a mistake in it's stats, causing negative damage calculations.

The part after the jail I added without any player testing, you're not the only person that missed finding that hint...

Submitted(+1)

Ohhh, I see. I thought it might be like an initiative roll or something, but couldn't confirm by myself, thanks for clarifying!
Also yea, I did exaggerate with that 3-4 step thing, but in my defense it 1) feels like it, and 2) I did get an encounter first step as soon as I left the castle, so it might count protected areas as steps too.
I will rate some more games and then try out that final boss, I'm really eager to try that out!