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Enchanted Melody's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #30 | 2.375 | 2.375 |
Writing/Story | #35 | 2.500 | 2.500 |
Overall | #35 | 2.375 | 2.375 |
Creativity | #40 | 2.250 | 2.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Congratulations on finishing your first game! May there be many more to come. I imagine this game was a good learning experience for you and I hope you enjoyed making it :D
- Hey there. :) Nice little game. Overall, i liked it. Few things that annoyed me, but hopefully are easy to fix : encounter rate too high, escape chance too low (let the player escape if he want to), game too easy (way too easy, a good thing would be to slow down the progression of the player, the gain of caracteristique when leveling up is way too important). The story is very basic, but well, it work. Combat are a bit boring, mainly because the game is too easy. Thank for your submission, see yea :). Drag
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Comments
As a first project, this really has a lot of promise. Well done on getting a full game out there. As you mess around with the maker more, you will learn to balance things out and the little tricks such as conditional branches for the direction the player is facing. It was an interesting story, and I look forward to see what you do with a fleshed out version.
Heya! Don't know if you saw this yet (been busy so I might have lost track), but we did a high level overview of your Game Jam entry last week. Here is a link to the video if you want to see what we have to say:
Thank you for the feedback on the game, I really do agree with the points you made, it was more of just a first complete beginning-to-end project to test what I've been able to develop as my skillset. Unfortunately it wasn't really the style of game I'm used to trying out, as you can see that my other game is more story-driven and has very little in the way of actual gameplay, but again I wanted to kind of branch out from what I'm used to. I think if the contest had allowed it I would have made a visual novel-type game, but Drifty specifically said that it had to have gameplay, and I'm not yet skilled enough at events and whatnot to make gameplay elements outside of what the engine allows by default. Beyond that, I am very happy with where I'm going with my projects, and "average" is actually just fine with me! Thanks again for the review and I wish you the best in your own projects!
A fairly standard RPG which I feel could be tweaked in some areas. The encounter rate felt like there were random battles occurring every few steps and soon became an attack spam fest.
Looking at the game as a stand-alone, finding gold was somewhat meaningless as there were nowhere to spend it as you can't seem to return to the village (could be unintended). Not really a big issue if the game is going to be expanded further.
I do quite like the mapping of some areas, especially the layout of the village and the forest. It was nice to be rewarded with the extra treasure when exploring the forest further.
While there are a few things to address, I'd say it's a good start!
Well... it's an interesting game. But it left me wanting more (in a good way). There are some things that hold it back:
All in all, the game has potential. Some work needs to be done so it's a polished entry into the full game. Looking forward to your full release.
Great start to a new game.
I felt like Leo's skills were a little underpowered compared to his sword. Plus, the huntsman's skill was a little OP compared to his and Leo's attacks. Maybe this is intended?
I'm excited to see the next part of the story, and I'd like to see more character development.
I see you had a lot of fun to make this and I respect that. However, you game really deserves some polish. There is actually three things that bothered me in this playthrough:
Anyway, I wish you best of luck with your project! ^^
Oh, OK thanks! I actually didn't really have a lot of playtests for this. That was my mistake. I'm sorry. I'll definitely improve from now on.
I took your advice and refined the game a bit. I had intended the party member to join the player towards the beginning, but didn't anticipate the player not taking the path I intended, so I made it an unskippable event where the character joins the party shortly after leaving the village. The Ghouls are now more manageable and I have also made other mechanics more balanced for efficiency. Thanks for the feedback! Have a great night!
Hello!
I am glad you took it well. However, there is still problems to check like negative space (always ask yourself: why can the player access this area? May it be a treasure chest, a sign, a trap, or whatever). NEVER expect the players to follow a predetermined path, if there is a place a player can go, it WILL go there. When something is important, indicate it in some way, may it be the only guy in the room that's different or the little shining star you put on a pot to indicate an hidden reward - especially if you don't want to reward exploration. Also, you should test all your fights and make sure they are interesting. I noticed, playing your update, that the Ghouls aren't the only monster to pose absolutely no threat to the player.
Hope I could help. Have a great day! And good luck for the jam! ^^