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Which Theme did you choose to implement in your game?
Rat King
Did you implement any of the Bonus Challenges? And if so, which ones?
RTP Hero fails spectacularly. Unfortunately did not realize Harold needs to fail on screen, but he does fail spectacularly.
Does your game contain AI-generated assets?
No
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Comments
I liked the story, protagonist and the environment. Very readable and fun although I got a bit lost after going to the South market. (Didn’t get to the bees)
Did you interact with the gate at the bottom of the the screen. It does not automatically transport you. You have to click/press Space first.
Thanks. Glad you appreciated the skill atrophy explanation. I always find it odd when games about skilled heroes have them start at 1 and often had them start a few levels up. Can't believe I never thought of adding an explanation of the low level being due to disuse before, since that's how skills work in real life. If anyone likes this explanation, feel free to steal it :)
Sorry about the lack of G. I did not get to playtest as many times as I would have liked - basically played tested the "finished" game once and tweaked it as I went. I had enough gold, but I did not end up buying every single upgrade at the shop, so that might have been why I made it. I'll definitely increase the amount of gold the player can get.
(Oh yeah, on the off chance you missed it, did you talk to the girl who tells you about the well cave, because there's a good chunk of G down there.)
You integrated the RPG mechanics with the environment and story well. I love the idea of the hero's level atrophying from disuse, and finding skills in the bookshelves was fun. Sadly I didn't finish the game because I spent most of my money before I reached the Sea Town, so I couldn't afford the boat— oops! But I enjoyed the parts that I played. :)
Oops! Looks like I accidently posted as a reply to the game instead of you. Anyway...
Thanks. Glad you appreciated the skill atrophy explanation. I always find it odd when games about skilled heroes have them start at 1 and often had them start a few levels up. Can't believe I never thought of adding an explanation of the low level being due to disuse before, since that's how skills work in real life. If anyone likes this explanation, feel free to steal it :)
Sorry about the lack of G. I did not get to playtest as many times as I would have liked - basically played tested the "finished" game once and tweaked it as I went. I had enough gold, but I did not end up buying every single upgrade at the shop, so that might have been why I made it. I'll definitely increase the amount of gold the player can get.
(Oh yeah, on the off chance you missed it, did you talk to the girl who tells you about the well cave, because there's a good chunk of G down there.)
Solid game and there's a lot of content and things to explore here.
I am wondering if you used pre-constructed sample maps to build the environments since there is a lot and it is all very detailed?
I don't own MV so I cannot check myself and it's no bad reflection on you if you did since I have used them myself before in some of my MZ games, I am just wondering is all.
Oh and I did encounter a small glitch when exploring the field with the angry bees. I defeated the first two and it said I had defeated '0' so far. The next 2 I defeated was when it started counting as defeated '2' so however many I defeated I was always 2 behind.
Glad you enjoyed the game.
I very much did use MV default maps for the most part. That was a decision I made at the beginning of the jam because I wanted to focus on gameplay and not get bogged down creating maps. Some have minor to moderate edits, but every map except Jade's room, the guild rooms, the bee field and the ship are default maps.
Thanks for mentioning the bee glitch. I was tweaking the event mid playtest and forgot to fix it before uploading. I'll be sure to tweak it.
What I really like is how you can examine most things and the character will give some feedback - it's one of my favorite features in RPGs and it's done well here. The writing and the story is another strong point. The interactions between the characters are interesting and well executed.
For me though the biggest weakness and what lets the game down is the combat. The fights I found to be very soulless and it felt like you'd just taken the enemies and troops pre-set in the MV database and put them in the map to stop the character. The player's attack is pitiful and fights are won by just spamming Spark spell three times no matter what the enemy is.
I honestly felt that the game would be a lot more enjoyable without the combat because I was really enjoying everything else you made here and the fights were just so frustrating and not rewarding. I apologize if you think I am being mean spirited but I have to be honest and balanced about my experience. I think if you would improve the combat, give some more balance and variation etc then this game would be vastly improved.
Thanks. Examining things and interacting with characters in RPG Maker games is my favorite feature too. I normally make games focusing on story and characters, which is why the story is strong. My goal for this jam was actually to keep the premise very simple so I could focus on mechanical aspects like finding loot, upgrading gear, quests and adding battles and I really appreciate your feedback on it.
I'd only worked with battles very minimally before and even with having minimal story and using default maps, did not get much time to experiment on improving them. My default fighting method was to use Spark until I had enough TP to use Dual Attack, which kept things a little interesting, but I get what you mean. I think the fact there was only one character made even the "easy" battles too long and there's less skills to play with per turn. While I added skills for levels 5 and 7, Jade levels up so slowly even though I tried to increase the XP of monsters that in my final playtest, I was only level 4 when I fought the rat king. In my post jam tweaks I'll upload soon, I've reduced Jade's stats so she needs less XP to level up, added bigger XP increases per monster and reduced monster's defenses so battles are faster. I am also adding a lot more gold, since it apparently was scarce. Thanks for your input :)