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A jam submission

Fantasy Combat Simulator 0.2View game page

Submitted by Sef (@joedman593) — 1 day, 14 hours before the deadline
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Fantasy Combat Simulator 0.2's itch.io page

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Comments

(1 edit) (+1)

You might intend for it to be an orblike, but, to me, this instead has a lot more appeal as a more or less feature-complete vertical slice for a Ragnarok-like. I'm interested in where you might take it, in terms of content. That being said, the current menus are a mess. The skill tree is especially bad. Just everything laid out as one indecipherable jumbled mess where the icons are barely descriptive and the text doesn't help that much either. It took me a while to figure out I had to specifically click on the tiny unlocked lock to unlock a skill, as opposed to the tiny locked lock which is barely one or two pixels distinct. I had to zoom in my browser window for the tiny text to be readable, too.

Developer (1 edit)

> You might intend for it to be an orblike, but, to me, this instead has a lot more appeal as a more or less feature-complete vertical slice for a Ragnarok-like.
I love RO too, bro.

> the current menus are a mess
Yeah, I wanted players to look and find, that's how I like it, I made it so it made sense to me,  but better visual indicators are always nice. Looking at RO, diablo menus, I'll probably follow their lead.

> I had to zoom in my browser window for the tiny text to be readable
I only recently noticed how tiny 800x600 is now when I switched from my decade old laptop to a new one last month, it's crazy. You can play on fullscreen or scale the screen. I'll do something about ui scaling eventually.

Submitted(+1)

Seen this game a thousand times, finally tried it out!

Start of the game is simple enough: bonk enemies, get xp and loot

Once the level ups come along im lost a bit though. Didn't look at a lot at the attributes, but i imagine they scale the stuff you need depending on your build like in any arpg. So i focused on the skills and what builds could be made, but man, did i feel lost there.

Opening it, it just said "Wanderer". Alright, how do i change it? Figured it out eventually and the dopamine kicked in seeing this many classes. Due to most past games i've played, i assumed only the top row is available from the start and since i wanted to be a sick mage, i looked into warlock. Again i was a bit lost, all options there were just passives to increase things i dont have, like fire damage. So i went back, looked at the mage in the second row and found spells, so i thought the rows are NOT an indicator for level requirements. Trying to get the classic fireball, it said locked. After gaining like 3 or 4 more levels it was still locked. Looking at it again, i just saw that it requires firebolt lol. I'd suggest some arrows/lines or whatever to signify requirements or at least relations between skills, so retards like me see it a bit quicker.

Now on my second try, where i successfully became a mage i found something else: Got my level up, got skill points, but Firebolt says its locked. Clicking on the locked item turns it into a + and it gains a point. Same happened the next level with Fireball. Maybe its a missing update call somewhere.

So i started flinging fire everywhere and i noticed that this complicates things. You have this nice color coding of enemies, so the player knows what element they are, like blue = ice, green = venom and so on. So they have the color if they inflict the element, but also if they are damaged by it themselves. Once i trhow a fireball into a group i can't distinguish enemies that use fire from enemies burning. Mabye keep the color for someone using an element and only use particles for status effects.

Otherwise its pretty stable, no lag no crashes. I like how arrows continue flying if they miss their first target. A no brainer if you think about it, but i think most games just let it disappear on first collision no matter what. Remembering the old sprites its great to see how the dudes have literally grown into more detailled and varied personas, good job.

Developer(+1)

> I'd suggest some arrows/lines or whatever to signify requirements or at least relations between skills
Yeah, I'll do that, I do need to up my UI to make it make more sense at a glance.

> missing update call
There's nothing like that except for the message you get when you level up. I do need to that, UI indicators for when attribute/skill upgrade is available.

> can't distinguish enemies because of status fx
You're absolutely right. I didn't like the blend of colors my previous status fx system did (mixing the monster's base color with the status color) so I made affected characters the status' flat color (fire=orange, cold=blue, lightning=yellow, poison=green), but I do have to change that.

Thanks for playing, diablo bro.