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A jam submission

MokuView game page

2D Action RPG
Submitted by elb.dev — 2 days, 23 hours before the deadline
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Moku's itch.io page

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Comments

Submitted(+1)

Hello, gave the new version a shot. Played for like an hour and twenty minutes.

Tried it on keyboard this time and I fell down a lot fewer cliffs as a result.

I know you can rebind controls, but some issues I had with the defaults:

X for target feels a little awkward when there are so many unused buttons like V or B that you could hit with your thumb at a rest.

ALT-SPACE is a combo that opens the window menu, at least for my version of windows. Which means I can't do the dive :( (actually I spoke too soon, thought you had to hold ALT to run)

ALT makes my machine make BING BING BING noises when I press any other button afterwards. Once I got used to hitting a direction then ALT to run it wasn't so bad, but it was a rough start.

I wish hitting run again while running let you stop. 

Dodge is still labeled dodge/run in the controls menu

Having to gather materials to make your basic healing and stamina items is a little overkill imo. I think it'd be better if you got the materials for those two as part of the tutorial, introducing the crafting system. I never managed to find the final ingredient required to make rations despite being all over the island several times and it was very annoying.

It's a bit weird how this shipwrecked presumably-American tourist uses native Hawaiian terminology for everything in the menu.

I was in a situation where I cut down most of some grass blocking my way, then aggroed an enemy on the other side. I wanted to see if I could bait it into cutting the grass, but it didn't attack me (because I was out of range? I got one of the bardiche enemies to do it just fine later)
BUT I could grab the enemy from across the grass tile without cutting it. Maybe needs a "don't grab enemies through walls" check.  Here's a picture of me grabbing the enemy with telekinesis.



The radial menu for selecting items is new, isn't it? I like it, excellent implementation.

Also very much like the shark-tooth sword. I look forward to seeing what you're gonna do with the other items to make them fit the aesthetic.

Enemies in the overworld are very easy to bypass compared to how dangerous they are to fight, seeing as they don't seem to reward you with anything other than XP for killing them. The bardiche dudes at least could do with a little less health.

Developer(+1)

Hey, thanks for playing.

Tried it on keyboard this time and I fell down a lot fewer cliffs as a result.

There's legitimate pros and cons to each control method. Glad one is working better for you.

X for target feels a little awkward when there are so many unused buttons like V or B that you could hit with your thumb at a rest.

This is an interesting one to me. I've never even thought of trying to hit V or B with my thumb, and attempting to do so feels extremely awkward for me. When I try to do it I accidentally hit space as well half the time. I hit V and B with my left index finger, and the travel distance to X with my middle finger is a lot shorter. Definitely glad I have key rebinds because of that.

ALT makes my machine make BING BING BING noises when I press any other button afterwards. Once I got used to hitting a direction then ALT to run it wasn't so bad, but it was a rough start.

Yeah I've seen other players have the same issue. Some people have more success setting SHIFT to sprint.

I wish hitting run again while running let you stop. 

I'll add that as an option.

Dodge is still labeled dodge/run in the controls menu

Thanks for the reminder, I'll fix that.

Having to gather materials to make your basic healing and stamina items is a little overkill imo. I think it'd be better if you got the materials for those two as part of the tutorial, introducing the crafting system. I never managed to find the final ingredient required to make rations despite being all over the island several times and it was very annoying.

Yeah, I think your experience could be improved with some modified level design for sure. As for the rations thing, I take it you couldn't find the rope. You need to craft the rope yourself. You likely found the required material for it if you went all over the island, just missed crafting it. I've already added a post DD 54 feature that points out when stuff like that can be crafted specifically due to many players having the same issue. Hopefully it works as I intend.

It's a bit weird how this shipwrecked presumably-American tourist uses native Hawaiian terminology for everything in the menu.

Yeah it's a little funky. Part of the goal of the game is to be true to Hawaiian culture in various aspects, but the tourist getting shipwrecked aspect actually came first. It could all change in the end.

I was in a situation where I cut down most of some grass blocking my way, then aggroed an enemy on the other side. I wanted to see if I could bait it into cutting the grass, but it didn't attack me (because I was out of range? I got one of the bardiche enemies to do it just fine later)
BUT I could grab the enemy from across the grass tile without cutting it. Maybe needs a "don't grab enemies through walls" check.  Here's a picture of me grabbing the enemy with telekinesis.

Ah yeah, I never did check for wall clipping stuff for attacks. I need to fix that.

The radial menu for selecting items is new, isn't it? I like it, excellent implementation.

It's not new, but I'm glad you got use out of it.

Also very much like the shark-tooth sword. I look forward to seeing what you're gonna do with the other items to make them fit the aesthetic.

Leiomano are extremely cool weapons.

Enemies in the overworld are very easy to bypass compared to how dangerous they are to fight, seeing as they don't seem to reward you with anything other than XP for killing them. The bardiche dudes at least could do with a little less health.

That's all kinda the intention, though I think it'll become better communicated as time goes on. As the dev I find fighting most of them pretty easy so long as I at least have the leiomano, including the bardiche guys. I'll always want fleeing to be a viable option, because I want enemies to feel dangerous, even if it's an RPG.

Once again, thanks for playing, and best of luck on OBF.

(+1)

The game's fixed. You've changed a lot since, and the gameplay is a lot more unique than the last time I played it. I enjoy the stealth/scavenge/drown focus, as it fits the castaway theme very well. 

The boring pipe redirection journeying is still the weakest link here. I think I might have softlocked myself by using a key on a wrong door, but I'm already too sick of this dungeon to scour it again for something I might have missed. I already crafted everything so I'm assuming the game still ends on the same boss anyway.

Developer

Thanks for giving it another go. Your comments last time were definitely part of the reason I wanted to overhaul the UI. There's still work to be done of course, including in the dungeon design. It shouldn't be possible to soft lock yourself in it, but you never know.

Submitted(+1)

I'm sorry I can't resist crashing the game. I liked being the joker right off the bat, and the music is nice. 

Developer

lol it's all good. I'm glad you caught that.

(+1)

Good start, fix the art. Rock music in the home tent area is a little intense. Love the hawaii lore.

Developer

Thanks for playing, and thanks for the B rating. The music was all royalty free stuff I found online, including the rock song at the camp (which good lord a lot of people think is ill fitting but I love, lol).  The usage of plants was accurate to how they were used in real life by ancient Hawaiians and Polynesians.

I think this game could easily be A or S tier with some tweaks! You have a good game on your hands 

Submitted(+1)

AI is pretty clever, art direction great, UI is great with one exception - crafting. It's functional but compared to cooking UI it's lagging behind

Developer

Thank you for playing. I've been working on making UI stuff look a bit nicer, and that's one I'm still figuring out.

Submitted(+1)

This game has some interesting mechanics.

I like the lock on and how you can grab an enemy from behind and the dash.

But usually, survival mechanics get over my head.

Developer

Thank you for playing. I definitely need to do a better job at tutorializing the survival elements, though I feel they're fairly minor.