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A jam submission

Rise of MythView game page

Prequel to Age of Myth, for IGMC 2022
Submitted by pianotm (@pianotm26) — 1 hour, 27 minutes before the deadline
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Rise of Myth's itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice#932.5022.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(2 edits) (+1)

I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:


Overall score: 8

The Tabletop mechanics being implemented are interesting, but I wish there was more in-game to describe it. As a judge I can't really look at any additional materials, and can only go off what is presented in the game itself. It felt a bit too punishing and challenging to me (most games with a single MC are for RPGs) and not in the good way. Still, it has a pretty interesting story, and the way it implements the mechanics is clever. Only had an issue with a softlock at one point, but managed to get past it.

Submitted

Interesting concept to pull the D&D type of system / mechanics in as your battle system. I thought that some of the early battles were maybe a little too punishing for a single-party. I was doing sufficient damage so it didn't feel like too much there, but with only 7hp before leveling up the first time, it didn't take much time before we died and it sometimes felt like healing was pointless, since you basically had to do it every turn just to stay alive at all, but couldn't really get an attack in in between. A few extra points of HP would've done enough to counteract that, though.

Of course, this could just be because of my TERRIBLE luck with RNG on dice rolls, so take that with a grain of salt.

I was very appreciative of your note to BG below, since I thought I was stuck until I saw that. 

Nice work with this and good luck with IGMC!

(+1)

I got this game for judging in round 2, congrats on getting to that round. My thoughts on this:


It is neat that you tried to do D and D in RPGMaker, though I wonder if this is the best system for it? The first battle I lost many times until the dice rolls favored me enough to get past it. Same with the second. I think some of the issue is the fact the battles I'm outnumbered and at the mercy of a few lucky rolls, and am playing a Rogue which is not ideal for this. A Mage would have a better shot as at least then I could put them to Sleep. 

However, I ran into some serious bugs. The game once crashed with no notice and kicked me to desktop. That is probably an artifact of the engine using ACE and ACE and newer PCs have some issues. May need to consider moving engines soon or investigating compatibility fixes.

The other is I can't proceed past the 3rd battle. I fight, one of the sprites doesn't leave the screen, I go forward and it redoes the entire scene but this time it locks up as something is trying to move but can't. Nothing I did in my judging time got me past this battle. 

I did check the project file since  you did include it, and I did find the cause. After that battle is won  you turn on the wrong switch. The event is looking for a different numbered switch than what you turn on.  I'm guessing some other players must have found another way around it, but I never did.

However I'm not allowed to patch it to proceed so have to judge it based on it as it was sent, which means I have to judge it based on being unable to go past the third fight of the game. 

Still bugs aside you do have a neat idea. Hopefully you can improve it and fix the bugs.

Developer

Thanks for pointing out the glitch. I have fixed that and will upload it after the competition has ended. For people reading this in the future, on the current version of the game, instead of walking through, trigger the fight by interacting with the little cave to the right of the map.

Submitted(+1)

Neat DnD battle system! I managed to get into the town and managed to kill the winged vampire.  The RNG in combat do make some fights feel like they drag on a bit when enemies and I are constantly missing each others and zombies that keep refusing to die.

Otherwise, really cool what you have made so far :D!

(+1)

I also had a bit of a problem with the combat system. The thing is that system would be perfectly for a group that would average out the odds most of the time while this doesn't work in the same way for a single character party. Other than that I liked the animation of the character, the graphics and the monsters.

Developer

Yes, I am considering making Harper a party member and giving her a helper on her way out of the Dark Realm. For narrative purposes, she'd be on her own against the initial kobolds. The only reason I didn't do it is because I decided to make my own feat and ability score increase system because the script didn't have feat functionality and the ability score increase definitely didn't work RAW.

Submitted(+1)

I've played this game for about an hour now and I really enjoy it. The storyline is interesting and keeps me playing to see where it leads. There is apparently a very intricate system with different level up perks and alignment, etc etc, so pretty impressive for a game jam title. My main problem is the randomness of battles. The main character isn't very tough except when nothing can hit her. Anything that can score a hit can then take away half or more of her HP. So all battles are just hoping for misses. The scrolls are generally useless unless you know the enemy isn't resistant against it, and that's a guessing game. It's not fun to waste an item and a turn using something that just arbitrarily won't work on that enemy. Maybe, eventually, there's more strategy to this game, but so far, it seems that all you can do is hope you have a better AC and thus the attack misses. It's a shame bc I really want to like the whole package, but so far, every battle has just been kind of tedious, and whether I win or not seems up to chance more than anything.

Developer(+1)

Thank you so much for playing and posting on it.

I wondered what I should say, because you're absolutely correct, and I need to address it, but RNG is the core of D&D combat. I think what I can try is making the items that are available at the beginning more apparent because there's a dagger that you can get in the ruins that make combat a lot easier. In the demo version, it's glitched in the player's favor. I forgot to assign a skill to it, so it's using VX Ace's basic attack skill. But even if it wasn't glitched, just the extra attack it gives demonstrably makes combat so much less frustrating (because at level four, one of the feats is Elven Finesse, and that also gives you an extra attack. So, even with a glitched dagger, I still have a feat that demonstrates what it would be to have a proper second attack.). But I know that if I'm not going to change the RNG (and I'm not), then I have to change something else. I had hoped that the no-death method I'm using would make the combat a little more tolerable, but it doesn't seem like it's helping as much as I hoped it would.

Submitted(+1)

I found it mostly to be fairly easy, but not that enjoyable. I might have been missing something but my main complaint is having a lot of options that were mostly not useful. Every time I used a scroll, for instance, it did less damage than my attacks, in some cases, no damage at all bc the enemy was strong against that element (but there was no way to tell that). You never get enough money to buy more than one or two healing potions after your first bout of spending, so most of the time, if it was a tough fight, it just came down to RNG and if you died it was just a sprint back to the battle to try again. I really liked the game itself so this aspect was kind of a bummer. But I think with a few tweaks it could be a lot of fun. Here's what I would do: 1) either give the player more HP to start and make enemies able to at least do a point of damage some times or make a mechanic where you can choose to do a heavier attack that leaves you open to counters or a lighter attacker that makes you more defensive; 2) have a way to scan enemies to tell what they're weak against, or just not have them be immune to certain elements; 3) give the player a bit more gold so they can buy the occasional potion; 4) have a method for the player to counter, especially on attacks that miss, and make misses happen way less - this way the fights don't feel like a war of attrition as much. Those are just my thoughts, but I'm sure if you thought about it, you'd find a million other ways to make the battles more engaging. As it is, there's just not enough strategy to them, and the strategy that does exist is hidden behind trial and error.

Developer(+1)

Yeah, I think if I took more time with it, I could probably make the combat balance a lot better, and I definitely need to put more loot in the early section.