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A jam submission

The Frydarian TaleView game page

Fight in an alien land from a distant time.
Submitted by NRasko — 2 days, 4 hours before the deadline
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The Frydarian Tale's itch.io page

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Comments

Submitted(+1)

https://www.twitch.tv/videos/2138119332

your stream starts at around 2:29:00

Submitted (1 edit)

I don't particularly like the Lore on your Games Page. 

A Manual, nice. I also don't like the Lore in that one, sorry. And I think it could be laid out better, some Screenshots of the Characters, the Game etc. to give more of the feeling of an actual Piece of Art proud to show of the Game its manual-ing for, instead of just a Wall of Text.

The whole Frydar Island: Today being written in present Tense like a Book seems stupid to me.

Also the whole different Animals magically working as friends together on an Island with your Naming Conventions doesn't seem like my Cup of Tea.

So, the Lynx brings some Stones to sneak, and the Squirrels just brings in a Catapult? Unless my English is failing me, this sounds really stupid.

And why are they stealing a Thing, I thought they're there for Adventure and to carve out a Name as a Ruler/Hero, not as Thiefs.

And then the "evil" and non-caring Ruler who is the last of his Race and forged a big Kinship with his Friends just casually abandones them, and only doesn't execute them because he "has to work on being a more just ruler"? This is written poorly.

It's nice that it has a Manual and that it explains Stuff like in the old Days, but explain useful Stuff, don't assume the Player is too stupid to click on new Game. 

Like explaining how to properly install it is fine, that takes me back to the Time where you'd actually had to install a Game and didn't know how because you're just 8 Years old or something. But explaining to click new Game is dumb on the other Hand. Explaining advanced settings would be more fine.

Generally, I'd focus on Explaining in Game Mechanics and Stuff tho.

Like the Movement Controls and User Interface Sections, those are better suited for the Manual. The Movement one is fine, the UI one would need more UI tho I think.

And you don't need to mark the User Interface Holder, its a clear Sign that you were struggling to put more Points there.

Why would you need 3 Buttons for 3 Swords if they're just the same but upgraded? Replace the old Sword, or even better, add in a proper Inventory.

Talking about the Important Characters is fine, but why display how much Damage they Deal, or what Quests they're offering with what Reward? That should be in the Game, not the Manual.

I skimmed through the Enemy Section, that one seems generally fine. But consider a constistent 1 or 2 Enemies per Page, with a proper Layout instead of just a list of Health, Multiplier, Damage etc.

That's it for the Manual, took me ~15m.

Title Music is alright, but it kind of sets the wrong Mood for me I think.

The After Title - Main Menu, altho I don't know why you have 2, has a lot better Music in my Opinion, apart from the Drums. But its very barebones graphically, probably a Placeholder.

I'll actually play the Game after the Stream, or sometime later, sorry.

Update:

Played roughly 30m of the Game itself.

Starts me of with an Invisible Wall in a very unnatural looking Corridor, great. Character looks like Plastic.

Level Design and Graphics need some Work. Music and Sound Design is alright I'd say. I do like that you can see faint Stuff in the Distance in the Fog.

Blew some Dogs away with Firebreath, had their Drops fly out into nothingness. Fell from a high Place while in Combat Stance, took falldamage, then when standing back up, Camera for Combat/NonCombat Stance was switched.

Beat the Iron Keep. Boss is needlessly tanky, map is needlessy giant. It really boils down to walking a linear Path for a long Time, lighting a few Candles along the Way, and ignoring most Enemies because theirs no Point in fighting them. Darkwood Trees have no Alpha on their Leaves, looks like a Bug. But then again, the whole Graphics should be overhauled anyway I think.

Couldn't talk to the Squirrel, lost it somewhere along the Way, I fail to see the Point of your Exploration Mode, if this is just a hack and slash Game.

Couldn't be bothered figuring out what to do in the Forest, I spew Fire at a few Doors and Crystals which didn't do anything, then traveled through pretty much the whole Thing without finding anything, then lost interest to do it again.

Submitted(+1)

This is a crazy ambition project, and I have a newfound respect for games like this after dabbling in 3rd person 3D development myself.  That's not even factoring in everything seems handmade by yourself, which is just nuts.

Feedback:

- More checkpoints would be appreciated
- Levels could use more set dressing, just simple things like statues or torches.
- Fire breath is OP, but fun because of this.
- Obviously there could be lots of polish

I need to play some more when I have some more free time.  I don't think I got through 1/4th of the content.

Developer

I appreciate the comment. As I have written on a different comment, I will add more checkpoints soon since the method I have can accommodate multiple checkpoints and the levels will be made less visually boring.

Thanks for taking a look at my game, I really appreciate it.

Submitted(+1)

this game was pretty intense.

breathing fire is waaay overpowered

no checkpoints? 

it's kind of weird having to press L of all buttons to switch into battle mode, but then i realized i could just leave my character always in battle mode and the platforming works just fine even that way.

Developer(+1)

That’s interesting. The mode switching is supposed to be activated with the [E] key, but, as I took a look with my own personal build, it can indeed be activated with the [L] key as well; I must’ve sloppily added that as a failsafe key. Platforming, for the most part, isn’t all too terribly affected if a player is stuck in combat mode, with only speaking to friendly characters being an Exploration Mode exclusive action. Don’t worry, I’ll add the ability to change key bindings soon enough.

At the moment, checkpoints can only be found just before a boss (or during the Jet Sled section in the Tri-Peak Mountains). Many people have asked me to add more checkpoints and I will do so soon since the checkpoint system I have implemented can support multiple checkpoints.

Yeah, fire-breathing is crazy. Good thing some enemies come with fireproof suits. But in all seriousness, I should be able to fix it since it’ll just be changing the health of enemies from an integer to a floating-point integer to better implement the fire resistance modifier.

Thanks for checking out my game.

Submitted(+1)

Video Feedback: The core of the game is fun. It definitely feels like a passion project. It also feels like a game that's going to take many years of polishing the rough edges. I hope you know what you're getting yourself into.

Developer(+1)

As much as I would love dedicate years just to polish my game, I went into this project with the mindset that this was more so a test to see if I can actually sit down and make a full game within a year. My last project, Impulsehazard, took three years of on-and-off work to make and it does not show; as I went into this project, I knew I had to set a deadline or else it’ll be another game with wasted potential (like most of my catalog). Nevertheless, I’ll do what I can to polish and refine The Frydarian Tale before the year is done. The two continuations will definitely be more ambitious, now that I know what I’m doing: for instance, you’ll actually be able to interact with and command the computer-controlled characters instead of them just going off and doing whatever they feel like and you’ll be able to actually fly (Fygoon is just a fledgling, at the moment, but we’ll make sure the next game doesn’t release until he can fly and glide).

Thank you for playing my game, it means a bunch to me.

(+1)

Cool game. The levels kinda suck though. Need landmarks. Whenever there was a choice between which path I should take, they all looked the same.

Breathing fire is great.

The camera didn't reset after this cutscene.

Developer

I will definitely update the levels to make them less boring; previous players have said that the levels were confusing and, while intentionally maze-like, they could use more character. I’ll get this done once the skeleton is complete.

Also thanks a bunch for enlightening me to the cutscene issue; from the screenshot you provided, it’s most likely an issue with the UI not resetting properly and, as a result, not returning control to the player. Expect a patch to be rolled out in the early evening today.

Thank you for playing my game and giving feedback, I really appreciate it.

(+1)

https://www.twitch.tv/videos/2137072536?t=01h13m17s Here's a video in case you missed it

Developer

Ok I have rolled out an update fixing the error and credited you finding it. From what I discovered, it was a consequence of a bug where if an enemy was destroyed, the code required to continue the cutscene would fail to complete. I also found this same bug in another area later in the game and fixed that error as well.

Appreciate you looking out.