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(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.

(+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...

(+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!