What you have here is fantastic. Hint button sharing the same button as the psychokinetic feels like an issue. Might want a hold + move = run button. Defeated a bat and it dropped something I can't pick up. At the demo's end, there is a menu, but no mouse cursor.
sitebender
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If you were to continue:
- Setting to remove GUI.
- Gamepad support for menus.
- Scale down winter houses, they look laughably huge compared to the car.
- CPU speed to setup difficulties.
- Consecutive events rather than getting kicked to the title screen.
- Gamepad button to alter views.
- Third camera option that still chases the vehicle, but not so far behind.
New encyclopedia looks good.
I see that you mention old save files won't be compatible. That's okay as long as you include a generic save file at the end of the first chapter or whatever you're calling them. It will be great for testers to have that jump-ahead too.
I'll play it again when you have chapter 2 ready.
Itch won't let me paste in a review, so I'll paste it here as a comment:
Sword Lords is an 8-bit style RPG with a deep combat system, and an openness of using equipment to truly customize your party of 3 to your liking. Took me 2.5 hours to complete the demo, and I enjoyed every minute of it. The big appeal is the game managed to hit that 8-bit NES vibe with art, characters, and music. The boss music is particularly good.
You begin with a single character, and over time, expand your party into three. Combat is where the game shines. Characters have typical fighting, and magic, but they also have skills that use skill points which build during battle. Increasing your character levels through combat will unlock new skills. Runes when used in empty equipment slots will add magic to a character. Some characters are worse with magic than others, but you have that choice for customization with plenty of spells. With each party member able to have two relics, that rounds out the customization nicely with certain bonuses anywhere you want them, whether it's more attack strength, defense, magic power, luck, or speed. These elements arrive very early in the game, but never feel overwhelming to grasp, despite there being so much.
With this being a demo, there is a single region to explore with 4 settlements. Each settlement has a surprising amount of exploration in towns with rewards everywhere for those willing to check every dresser drawer. It could almost be considered a thief simulator from how much you can pilfer in a single town. Beyond that, the mine rewards those for exploring every nook, and cranny. Most of the dungeons aren't nearly as rewarding, and a bit more straight forward.
Each town has several shops with a wide array of items to keep you fighting, runes to customize your arms, and a few select pieces of equipment. Inns recover health, and magic points at a fair price compared to the greater expense of coffee to restore mana, and crosses to revive your deceased allies. This is one of the few RPGs where items felt useful, even when magic became so abundant.
The quests were formulaic, someone would tell you where you need to go, you go there, the story unfolds, you enter a combat area, defeat a boss to get a special item, then you return to get a new quest that will be unlocked with the special item you just earned. It all fits into a bite-sized 30+ minutes each. The story didn't feel overbearing. Every character had motivations, and connections to the world, but that didn't really feel like a standout like the combat, and style. The world would also change as the series of quests built to something. A town would be on fire, with smoke all around. Merchants would mention what's changed in town, but still be willing to sell their wares. Townspeople, and soldiers also point out that they know only you can accomplish a mission, and so they'd give you things, rather than simply selling them to you.
The only real down-sides that I see are lack of full screen. Maximize works, but full screen just doesn't. Once you've gone into the final dungeon, you're not allowed out. However, you have plenty of save file slots, and auto-saves to go back to. It's still beatable, even if you might have no choice, but to press on in that finale. There needs to be battles with more, but weaker enemies, and enemies that have different shapes and sizes. Bosses are big, but there can be some common enemies that are large as well.
Hopefully the game continues with more of this formula of several missions, each building to a finale of the region, and then driving you to a different region. If it doesn't make it to that point, this demo was still very enjoyable.
I'm the type that downloads a few hundred games a year from Itch. There are red flag projects, like no art, people in the comments saying "dude, it's a virus." There's only been one game that my 2 (or 3) antiviruses labeled as a virus. It was quite a popular horror game too, from a group that had made several popular horror games, so I assume it was a false positive. I've worked on a project that registered the game a false positive, because there was a version checker to let players know if they had the most current version.
Perhaps making it private, so only members of your club can participate? I'm unsure if such an ability exists. The games would still be posted, even if the jam isn't public. I've seen plenty of games that state "made for college project."
Assets are a good way to limit things, so you know they were made for your game jam. Most game jams go with a theme, or 3 themes "dark," "pink," "world shifting." Bonus points for including all 3!
As for the 1 week, seems fine. I've seen others argue 1 month is lower commitment, if you're busy with stuff for 3 weeks, you might not be busy that one week. Then again, people like me, might work that entire month.
Best of luck to you and your game development club.
You need pictures on your page. I had some issues:
- Fox runs with a lot of momentum, making the ladder of small platforms over the death pit really difficult.
- There are little lines between the tiles sometimes.
- Fox seems to get hung up in the side of cliffs rather than gravity pulling him down.
I had a few issues with this:
- There were cracks between the tiles.
- I could get wedged on a wall and just float in the air rather than falling.
- With the game over / death scene, I had to use the mouse to get to the main menu, rather than pushing a button.
- Going to the main menu after a death, rather than back to the start of a level feels like an issue.
These are more of your great compositions. Each one has a good sense of shifting elements to keep everything fresh, like taking you on a journey with good vibes. You pack more into a minute than most do into a soundtrack. I'm still hoping you go far as a composer. I'll pass these on.
Only criticism is 4 songs, 4 files. I suppose I'd rather have the whole album in one. You're also getting to be a good artist.
Boss designs are great. Player's hit boxes are a bit big compared to the player sprite. I like the reflect projectiles back at the bosses here. There's potential here, but it's a bit rough. Player health bar doesn't always function properly. Like it will flash at 100%. Maybe that's a sign of taking damage?