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A jam submission

TREASURE SEEKER (0.8d) (name change soon)View game page

Fast reaction needed. Level up and avoid DEATH!
Submitted by Welded Bones (@WeldedBones) — 2 days, 23 hours before the deadline
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TREASURE SEEKER (0.8d) (name change soon)'s itch.io page

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Comments

Submitted (2 edits) (+1)

Pretty neat game. But it seems like the best strategy is to stay at the early levels and grind until you're high level, which is pretty lame. I tried to level up to level 20 before the first boss to see if it was possible and then every fight was extremely easy. But lamp oil seems really sparse later so I died to that instead. And legendary is misspelled:


Developer

Enemies are supposed to give less xp when you're too much leveled up; minus 1 xp per level superiority difference. Unless there's a bug it would mean you killed a whole lot. Also Lamp Oil is supposed a guaranteed spawn rate. I'll look into it, if it was just bad luck or a bad scripted formula.

Thanks for playing and giving feedback.

Submitted(+1)

The tutorial didn't bore me, but the contents felt lackluster and didn't prepare me for the real dungeon. Climbing up the tower once is more than enough to get the gist, doing it again backwards was a waste of time. The lack of explanation of Sacrifice caused me to forget it existed until I was finished playing. Also the tutorial focused on going up up up, so I kept dying to the first boss in the real dungeon because I didn't think to farm on the lower floors. It also didn't emphasize exp and levels, so in my tired state I assumed there were no levels to gain and that it was all about what you picked up. Though I think that's on me since it's right in the center of the screen.

UI looks nice and feels fairly intuitive. 

Main gameplay was fun, fast paced, and had a 'one more try' type of design that could be addicting. Though I could see it getting a bit stale if it's just towers you explore. Do you plan on adding other locales/tower themes that change the available icons and/or gameplay?

Looks good so far, hope to see it again next Demo Day.

Developer(+1)

Thanks for your time and feedback. I agree that the current tutorial is not sufficient or even superfluous on some aspects. I'm gathering good feedback each DD and hopefully I find a good and durable direction to make it clearer (both in what I'm going to do and how to present it).

At some point I had the wish to make several Towers with specific contents. In the current version it's oriented to be 1 Tower with randomized content (each beaten boss opens to a randomisation and new Opportunities unlock, but I'm not sure anybody witnessed it yet). If I can at least involve the player in a better way to climb the Tower I'd be happy to add Opportunities with varied mechanics (combos/reflex/backtrack/stats/confusion...) and persistent contents.

I'll keep at it bringing your encouraging words.

Submitted(+1)

Fun concept, needs better execution and streamlining.

Your tutorial fall into what I can call "the goblin resort syndrome", too dense, too much dialogue and beyond that the greatest sin: it doesn't really prepare you for the real deal.

I'm surprised since while streaming you seemed a pure gameplay guy.

Also a a bug I noticed, when fairy tells you to go to floor zero in the objective recap says "descend to floor 10". Both times.

The real dungeon is fun, the gameplay is fast but very hard because the tutorial doesn't teach you many side mechanics (like how important grinding really is). The impression is to be thrown in a midgame dungeon since you need to juggle too many things at once.

My tip is to let the player enjoy some easy short climbs introducing a new mechanic per dungeon: Look, now we need to eat to survive; now we need lantern fuel; at floor 5 of this dungeon there is a powerful monster, so grind to lv3 before facing him if you dont wanna die. etc etc keep it short, keep it simple. Especially because the gameplay is very fast (and a near perfect concept for mobile). We all enjoy funny dialogue, but after a certain point I started skipping like you did for gobbo (again the dreaded goblin resort syndrome).

GL, see you next stream.

Developer(+1)

Thanks for the review. I totally agree with you on the bad points. I got caught between 2 directions and I'll redirect myself to a condensed and minimalist way (or try to).

Tutorial is a bit of a mess, used old code that I fixed quickly and there's dialogs from when I thought of going more in the dense RPG way. I learn this DD that it was a mistake to release a product like this, but at the same time it was necessary. Painful useful paradox.

I thought of doing different dungeons at some point and decided to come back to an arcade way of "either try or die". I might get back to it if there's no way I can incite players to learn by playing (I'd like to achieve what Spelunky does).

As for the "pure gameplay guy"; well yes, why am I making games instead of playing them!

Looking forward your progresses, see ya!

Submitted (1 edit) (+1)

I think the gameplay concept is unique and interesting. The tutorial was a little rough, I don't like reading too much and the tutorial was just too much text and attention that was required of me, I guess it's just me, I can't play complex, text laden games. I think just a little try and error would work to get the player going as the gameplay is straight forward, press in the direction and you get a instant result which would teach the player quickly what works.

Developer (1 edit)

I agree about the tutorial format; it was made when I thought of making it more of an RPG game. It does not fit the direction I'm going in now. Thanks for playing and leaving a comment.

(+1)

I tried it on a low-spec system, but it did not work there. It works great so far on a decent-spec system.

Nitpick: I went into the 'Settings' using the mouse, but I do not seem to be able to exit the 'Settings' using the mouse. 'X' and 'Esc' works fine for that, however.

I do not know if I like your keyboard instruction screen. Many parts of it are nice, but, keyboard can have many keys laid out very different from what you show. Like, the six keys above the arrow keys on what you show are not present on one of my keyboards. What I assume are the numpads also are not necessarily consistent across keyboards. Though, if you added names to the specific keys, it might be good, since then the specific keyboard layout matters less, while the keyboard being shown on screen still making it easier to understand the controls, since most keyboards are grossly similar.

I followed the tutorial, and tried a few games, but I am not having much success. I ended up going for leaves, bread and lamp oil items, after that stars up, and then try to parry 2x/3x/4x attacks, but I still die before getting far, either to health reaching zero or lamp oil reaching zero. Am I just too slow or playing poorly?

Nitpick: It took me a bit of time to figure out that there are 4 options in combat, namely defense, useful when the enemy is charging (I assume).

How can I use the materials I gathered? They seem to carry over even after death, which makes the game feel a bit like "power fantasy" and grinding. Have it not been implemented yet? The game came with a helpful warning about features not fully implemented, bugs, and such, so I assume it has not been implemented yet.

Since you have to go so fast, could it make sense to move the health bar up below the lamp oil bar?

Could it maybe make sense to give the player an alternative mode of play, where they have 5 seconds to make each decision? Maybe related to a sort of "difficulty" level? Like, Easy is 10 seconds before lamp oil begins being consumed, Medium is 5 seconds, and Hard is 3 seconds?

Is there any way to quit the tutorial if you entered it a second time, to see controls? Is there any way to see the controls again?

I never used or understood dodging. While playing the tutorial again, is it just a random change to dodge the enemy's attack?

Is there any way to improve or change your equipment currently?

Second time around playing the tutorial, I encountered a "Menacing small rat", level 3. It had 171 health or more, 19 attack, and 15 defense. And I still take a lot of damage from its criticals even when defending. I have 10 attack and 1 defense. Is this a bug? I defeated it after a ton of revives from the fairy. And now I am facing a "Frail small rat", level 4. It has 25 attack and 20 defense.

I do not know how to exit the game normally while in the tutorial screen, so I am force-closing it down. Which is not nice to be forced to do.


I do not think that I am a fan of this genre, for multiple reasons, especially the "timer". But the game still seems early days, as the game warns about in the start (it is nice that the game warns about it). Many parts of the game looks pretty and polished, however.

Developer(+1)

Thanks a lot for your detailed feedback despite not being a fan of the game (only currently let's hope heh). You have strong points that I want to work on for the next time I publish a demo. I'll answer your bullet points next. Again, thanks for your time and valuable informations.


- Good point about adding the default assigned key to the keyboard layout. I'll also try to support more than the current AZERTY

- If you're talking about the normal gameplay loop, it seems it's not clear enough that players need to level up their character by farming the appropriate floor levels. For exemple, to kill the mini-boss at Floor 5, it's best to have the hero level 5 or more, by killing enemies and getting scrolls.

- Indeed the Defense can be used to guarantee reduced damages, while the dodge is a 50/50 chance

- The fragments looted on enemies can be used every 5 Floor if you chose to use the "checkpoint" option. It opens a shop type of menu

- Interesting idea to have the health bar under the lamp one. I'll need to play with interface more and make it clearer overall

- Difficulty levels : this DD shows me it's going to be a major point I need to add, and you're confirming that. I don't want to scare off players so I'll definitely work on something 

- No way to cancel the Tutorial or see controls again this time. They are displayed on the game's Itch.io page tho. I'll try to set up a better environment for next publication

- Dodging should be an option to dodge all enemy's damages with a 50% chance. It's not (yet?) useful for a simple attack, but it becomes useful to dodge charged attacks that do a lot of damages

- Only way to improve equipment is to reach checkpoints every 5 Floor levels. While poor in use, the system is about generating a random set of stats for 1 piece of equipment. The more rare your fragments are, the better stats generated

- Agreed about the tutorial problems. I'll build a better environment next time

Submitted(+1)

tutorial sucks :P sorry

you teach a lot of stuff with numbers in a big chart on the left, but you could make the player feel that with more diegetic stuff. the lantern at the top is sick, make everything else feel more like that

every floor looks the same, but it’s pretty important when you are on the 4th floor. you can recolor each floor so the player can visually see where they are in the level when you are hungry and not healing, you could have the player’s stomach growl visually, or add a red flash, or something like that. make important numbers in your chart animate., like when your hunger is low, flash it

lamp oil punishes the player for moving slowly, I think that’s pretty overwhelming for a new player. you would be better off rewarding the player for moving fast. a combo system or something like that

Having more control over what the player sees on what turn could make the game easier for you to tweak and balance. like making sure to show the player 3 upstair with no future downstair after their 100th turn on a floor for example

Developer

Interesting points. I like that take on diegetics. Thanks for this detailed review.

Submitted(+1)

Am I missing a menu or so, I don't find any option to save the game or buy stuff with my money?

With that out of the way, I played for half an hour or so (tutorial + five dungeon runs):

  • Very juicy main gameplay, feels good to quickly move through the dungeon. But I'm not sure the timelimit is actually needed. Timelimits generally put people off, and you can work with a positive reward for quick completion instead. For what it's worth, I mostly got killed by enemies anyway.
  • Is dodging random? Because I don't see the point against charged attacks? Let say the enemy charges once, dodging means on 1x (50% times 2x) damage, while attacking means you also do 1x damage but get 2x damage in return. Seems the same to me, even when not taking into account that the enemy can charge again. If you want to lean into the timelimit, it would make more sense that the enemies would have tells for which side you need to dodge to.
  • Levelling up seems too slow, especially early I'd prefer some quick levels to make it feel as if I'm making progress. I didn't level up once.
  • Framerates seem really low in the framerate display (often around 20 when loading new dungeons), but I only encountered noticeable slowdown when starting the fight with the ratking.
  • Finally, why is this in RPGMaker? You are shooting yourself in the foot. Just use Unity/Godot and make the game in that. I can't imagine the pain you are subjecting yourself to.
Developer

Thanks for playing and for the detailed review. Taking your experience seriously for the future of the game. Also let me answer to your points :

- There's indeed no main menu or save possibility in this version as there's no persistent items (apart from highest floor reached). Money can be used after beating the bosses every 5 floors. It offers the possibility to open a sort of shop menu, and it stops time

- Time limit is indeed an old concept but I'm very fond of the idea of constant stress and close calls until you can rest at checkpoints. I'll be able to tamper it with difficulty levels. Maybe I can include a no time limit mode when I'll work on that

- Dodging is picking a side (left or right), and the enemy attacks randomly left or right. So it's 50/50. I think it's useful when the enemy cumulates its charges (x2/x4/x6). When it reaches charge lvl 3, it will unleash the attack no matter what. When balanced, it should give the player the ability (in some cases) to either go for the kill (by using Spirit Charge), defend to take reduced damages, or gamble on a 50/50 dodge. I could do telegraphed enemy attacks though

- I find weird you did not level once (unless there's a bug). It should be 10 enemies of your player level to gain +1 lvl. I want the player to manage his floor level to find a cruise spot to farm xp, but let him fight lower/higher enemies if he wants to.

- I started in RPG Maker because at the time it was (and still is) the engine I knew the most. I'm not making things easy but I'm not sure I could manage the transition right now

Submitted
I find weird you did not level once (unless there's a bug). It should be 10 enemies of your player level to gain +1 lvl. I want the player to manage his floor level to find a cruise spot to farm xp, but let him fight lower/higher enemies if he wants to.

I played it again today, and I figured out what happened. I had no idea that all your levels reset per dungeon run, and I always got killed before levelling up due to go to higher dungeons too quickly. Oops.

I started in RPG Maker because at the time it was (and still is) the engine I knew the most. I'm not making things easy but I'm not sure I could manage the transition right now

I think it depends on how much extra mechanics that aren't default to RPGMaker you want to implement. If you're fine with what you have right now (or a little more) it probably doesn't make sense to switch. But I can't imagine it being too hard to recreate this in Godot if you'd ever want to switch engines.

Anyways, good luck with the further development of the game!