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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

Found a secret, got a water gun, beat the bad guy, wish there was more! I have a feeling that hero and enemies should be a little bigger, right now it's kinda hard to attack, maps seem to be a little too big because of it and that in turn makes them feel empty. Other than that we need more - more weapons, enemies, secrets, interactions! I really like the take on Souls systems with burn/wet/poison/bleed, regenerating health or depleting stamina. Playing around with water pipes was great, but I feel it might be hard to top it off. Turning lava into walkable tiles was also great, much more creative than usual zelda dungeons. Music wasn't all that fitting though. A little too peaceful for me.

Anyway, keep them comin'!

Developer

Hey, thanks for playing.

I appreciate the feedback and the fact that you got all the way to the end. I'm not sure about changing the size of characters and what not, but I do want to address all the other complaints as development progresses.

Submitted(+1)

Good stuff, very, very enjoyable. I absolutely dig your take on a zelda-like. Takes some time to get used to the combat and the crafting/equipment system, but it works really well, I think. Though an equipment tutorial would've been nice - it didn't occur to me immediately that you don't really "spend" your resources when crafting or cooking.

Artstyle is great, pretty simple, but with lots of detail. Dunno how you made it work, but loved it. Music is alright, and the dungeon is pretty fun.

Crossbow is OP btw.

Developer

Hey, thanks for playing and for streaming.

You're right about an equipment tutorial being needed. Most people seem to figure it out, but that initial confusion could be dampened.

And yeah, crossbow is OP, haha.

Submitted (1 edit) (+1)

 I like the new ui stuff a lot: crafting cooking etc

 I like a lot the new system "choose a bonus when you sleep"

 I'm not sure about the implementation of it. Your new system of "craft consumable once then you can equip them as many as you want" is not well explained (brimstone streamer had a problem with this and I had to tip him). Nioh has a similar system with magic/ninmpo(you prepare them than you recharge them when you rest at bonfires). You can refer to that for some more insight

 I understand the idea to have a first zone like the great plateau, but with your stamina degeneration system makes it very very punishing. Since if you explore badly you can descover the crafting items for meat for last. And if you don't have meat your pacing is very reduced (again see rimstone stream)

 I am sorry to say that this rebuild of your tutorial/first zone seem a step froward and one back, because it's pacing it's entirely random on where the player will explore. Maybe at last meat craft should be part of the super corridor start of the tutorial zone.

Developer(+1)

Hey, thanks for playing.

 I'm not sure about the implementation of it. Your new system of "craft consumable once then you can equip them as many as you want" is not well explained (brimstone streamer had a problem with this and I had to tip him). Nioh has a similar system with magic/ninmpo(you prepare them than you recharge them when you rest at bonfires). You can refer to that for some more insight

I can't remember how Nioh explained it really, if at all. But I agree it could be better tutorialized. I haven't worried about it too much because players figure it out pretty quick normally.

 I understand the idea to have a first zone like the great plateau, but with your stamina degeneration system makes it very very punishing. Since if you explore badly you can descover the crafting items for meat for last. And if you don't have meat your pacing is very reduced (again see rimstone stream)

Yep, absolutely agree. In the future I'm going to be modifying things so rations are for sure one of the first things you craft.

 I am sorry to say that this rebuild of your tutorial/first zone seem a step froward and one back, because it's pacing it's entirely random on where the player will explore. Maybe at last meat craft should be part of the super corridor start of the tutorial zone.

Yeah I get that. Part of it for me at least is letting the players find tutorial tips through natural exploration. I'll be modifying placement of pamphlets for sure.

Submitted(+1)

Had a tough time making progress, got to a point where I managed to beat a bunch of dudes but then one guy ripped me apart and I lost all my xp ;__; Love the Hawaiian lore though and also all the cool transitions and effects. The music feels like I've got a radio playing in the background which was an odd fit. Would also love to see more work done on the environment art.

Developer

Thanks for playing. Yeah it's not the easiest game for sure. If you give it another go, there are difficulty options. And yeah, environmental art is actually something I'm working on now.

Submitted(+1)

i'm not sure the ost fits very well with the game actually

Developer

You're definitely right that in certain ways it doesn't. All of it is royalty free music, so once I find better stuff or start working with a musician, that should change.

Submitted(+1)

I like the music tracks and the attention to detail like UI sounds, customization, cooking art. the level up screen is a bit of sensory overload. perhaps different sizes/colors can help distinguish the different parts it has.

Developer

Thanks for playing. That's not at all a bad idea. I'll start thinking about how to redesign it so it's easier to understand.