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A jam submission

Vallordume ~ The PrequelView game page

Part of the beginning to the story of Zadarious
Submitted by Doug Smith — 4 days, 15 hours before the deadline
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Vallordume ~ The Prequel's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#262.7112.800
Creativity#332.7762.867
Overall#342.6042.689
Writing/Story#372.3242.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This game was quirky and funny. I'm glad we save the princess, that's very very important :D
  • Hey Doug. I have to say that the story make me think of bad synopsis. I liked the beginning, the main character is some kind of mercenary who accept any job for gold. But very (very) quickly, he just throw that away to defend the princess. And everything else is going way too fast, without real explanation. I had the feeling during the whole time to just see where the maps brings me, face some ennemies without knowing who they are, why they are there, how the main character know all the stuff he knows. The story is way too rushed. For the rest, i appreciated the ballade. Good job, cya :) Drag

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Comments

Submitted (1 edit)

So this is Vallordume ~ The Prequel, the game where you get to steal other people's food without any inconveniences. The Prequel of what? No fucking clue, but that's a prequel! *look at my notes* ... Oh... Oh no... There is a LOT to be said.

- The mapping is definitely weird at times


- Wait I can pass behind this tree, but not the other one a bit further?


- Interacting with the footprints from the south make them change direction before teleportation.

- Why make just allow one square to teleport the character when you can use the whole path?


- This battle background kind of have a problem doesn't it?


- "enemey". You should reread your stuff, there is a lot of mistakes like that that remained unchecked.


- For 40 MP, you have INVULNERABILITY for 2 turns and can keep being reused. Yeah, that's totally not going to be abused by the players, right? All you have to do is just heal before the battle ends.

- Also your battles definitely need balancing. Like really REALLY need balancing. Early game monsters shouldn't be able to rekt you in one turn. Also starting the moment you get the opportunity to pretty much cast Immortal for free (thanks to Max MP boosting items and MP regeneration collar), you're almost unstoppable. There is also the "Enemy deals 0 damage" problem.

- ... Excuse me, what?


- Now something I don't talk a lot: staging. The staging in your cutscene are almost non existent and that's sad. We don't see character interacting, there is mostly text boxes and characters disappearing prematurely.

- If talking to the old lady in the house is a mandatory action, instead of breaking the fourth wall, you could make a scene where the old lady interacts directly with the player character upon entering. Same for the crystal, make the princess give it to the player upon joining instead of having the player get it from the ground. What do you think?

- There is a lot of unused space in the menu.


- Why say "at half the rate of fish" instead of just "50%"?

- Her in-battle sprite doesn't fit her overworld sprite nor her face at all. Like... at ALL. She even changed gender.


- Escaping from Tela's fight causes the event to loop and trigger the battle again.

- The ninja assassin tells the player character they meet again... regardless of if you meet him previously or not. Also Fluke reacts to the event as if he was there and is magically added to the party at the end of the fight.

- You can't walk in front of this pillar.


- Disappointing final boss, I found it way too easy. Jellyfishes caused me more problems that that.

And that's all I have to say about Vallorume ~ The Prequel! Tons of oversights that could have easily been avoided, but thank god I noticed  no serious bugs during my playthrough, it was playable from start to finish. *start a new game to check something* ??? WHAT?!

- Ok, so... The time the boat arrives for the introduction cutscene, you can move on the map. You can enter the tent early causing your character to become invisible. Entering and leaving the boat make the character visible again. Which means you can completely skip the scene with the boat arriving on the beach by entering the tent and get away with this with little to no consequences. Also, I'm maybe not fast enough, but I couldn't reach the map with the playable boat in time. But if someone manages this, it could save quite some time in their playthrough. THERE IS SPEEDRUN POTENTIAL HERE, PEOPLE!

Developer(+1)

Thank you so much for your detailed breakdown of Vallordume the Prequel.  I love the feedback and will make some adjustments in the "non-jam" version that hopefully corrects some "flaws" in the game play.  Thank You.

Submitted

You're welcome! Good luck for the game jam! ^^

Submitted

This was a pretty interesting concept, and it was nice to see that there is obviously lore to the world here. It was a bit unbalanced, the fish really broke things. I'd love to see a less rushed version of this without the jam limitations.

Developer(+1)

Thank you so very much, I did put a lot of effort into the lore and hopefully with the less rushed version and other games that go with it... this will come across.

Jam Judge

Hey there! We did a high level review of your entry this weekend and would like you to see it on our channel. You can find the exact time to skip to in the description:

Developer(+1)

OH my wow,  that was so helpful, thank you thank you thank you. I almost fell out of my chair laughing!   A couple of items:

1. English is my first language (maybe it's not as good as I thought!)! Hahaha! I was rushing with the dialog (no excuse) and when you test test test sometimes what you think and what you type don't always sync, but I did correct that.

2. Worked out/ on the balancing throughout and it is much better now.  Fish now can only be used in the menu, but fish are important in the main game so I left as is as far as what is does for continuity.

3. Fluke is in the second floor of the Inn and he joins your party if you choose...which is a good idea...for the story anyway (hahahahaha), but I must have forgot to add a conditional switch for the ninja battle if you don't have him. On a side note I changed it to where you now have to go to fight the "evil wizard." It adds some story elements, but should this still be optional?

I don't understand what you mean by "linearity of maps" if you could explain that to me I would really appreciate that.

A million thanks again for the wonderful advice!

Submitted

Cool battle system: I like the fast pacing battle system that ends in 1-3 turns, tho its kinda broken bcs of the items that heal 100% hp and mp on the whole party and also bcs they all heal and revive after the battle. I know you probably did it bcs of the gamejam rules but in a serious game those items should be nerfed or at least not usable during a battle. Also why can't I sell items in any shop? It's so restricting... About some details:


That's interesting furniture placement... In credits it says that you use yanflys plugins, so you could use yanflys doodads plugin to even the bed and tables.

 

You can also use yanfly sprite offset plugin to adjust npcs Y coordinate to make it look like they're sitting on chairs for real.

(Example from my game)


"wiazrd", "suppsoed" and "vey"? There are a lot of typos throughout the game. Also why did you make blackscreen during a dialog with the barman? It was kinda unnecessary you could make the MC walk up to the counter instead so they could actually talk. 

About some bugs that I found:

After the starting cutscene you can go back and if you enter this cave it will teleport you back to your tent but there's no way to return to the ship again(or at least I didn't find any)


During the scene before the final battle when the queen talks, there's an open exit so instead of doing what she says you can just walk away XD. In other words I found the secret alternative ending which I'm sure you didn't plan: The whole team just says "oh screw it!" and just walk away instead of fighting the final boss. They return to MCs home island and live happily ever after.


And there they are in MCs tent 


Also the main character is actually a time traveler! After you beat the final boss, instead of talking to the king to get your reward you can just go out and re-enter the castle and go back in time so you can return to where the final boss is and fight him again and save the world as many times as you want.

That's all I noticed, I guess you were in a rush to make it in time for the submission period. I hope you'll consider all of this while making the main project.

Developer

First thank you so much for the detailed breakdown and information, and thank you for understanding that some things where rushed for the game jam.  I value the tidbit about the fish being nerfed...I think that could be a game changer in the WIP's that I have that include the fish. I almost fell out of my chair laughing about the secret alternative ending...that I didn't mean to make!  I've made updates to the "non" game jam version, I am very grateful for your feedback.

Yeah I agree with Sleepy. The Battle system was very broken. Depending on the weapon equiped it was very skewed one way or the other. I am not a balance master myself, it's hard and takes a lot of number crunching time. 

That said I had fun using different skills with different weapons. Could have been Super fun with balance. Actually want to learn what plugins you used!

Maps were very small but fit in a game jam time limit theme. Liked the little bit of loot although it was kinda random and no money until the end pretty much.

Instead of so many good items, maybe give more gold and let the player pick some items from the shops.

Back to maps the shops on the lower half of town are hard to leave as you leave pushing "down" and that makes you reenter the shop over and over if you aren't careful :)

Still it was fun and I think it has real potential!

Keep at it

Developer

Thank you so very much for the feedback.  I am working on a "fuller" fleshed version with all the suggestions I get here and hope to relaunch a game that is fun and still at or around 30 to 40 minutes.  The Change weapons .JS is the default script that came with the game and I got the idea from Olivia here on Itch and all her wonderful scripts and packs.  The "main game" is complete and in testing and an hour or two long depending if you find all the surprises.  I've been apprehensive to release games so this game jam was just the push I needed.

Submitted

The writing was pretty good at the start, but as the game continued more and more typos and grammatical errors began appearing.

Interacting with the woman in the woods should trigger a switch, so the same scene doesn't play out after you've already talked to her. A similar bug happens if you talk to the guard in front of the castle after he steps aside, except in this case you aren't able to move because his move route doesn't have "skip if can't move" turned on.

The "Bull Horn" skill was, quite frankly, overpowered throughout most of the game. I only died once against a jellyfish (before I realized how overpowered Bull Horn is), and the princess died during one battle later on. Beyond that, none of the enemies became a challenge until the wizard's tower (and even then they weren't particularly challenging, they just stopped going down in one use of Bull Horn).

Fluke getting betrothed to the princess kind of comes out of nowhere, aside from where he calls her pretty. Perhaps there could be some more character interactions between the three of them, to give more of a lead-up to the two of them getting betrothed?

I did like the fact that a lot of the maps had secrets hidden around, to reward players for exploring.

Developer

THANK YOU so very much for the very detailed breakdown of my game.  I appreciate you and your time.  I will take to heart your observations.