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A jam submission

The Frydarian TaleView game page

Fight in an alien land from a distant time.
Submitted by NRasko — 1 day, 21 minutes before the deadline
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The Frydarian Tale's itch.io page

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Comments

Submitted (2 edits) (+1)

I beat the demo after getting my ass handed to me by some fire worms and the boss, the latter more than the former. I really like this demo! I was wary at first but I actually do like the stylized characters and I'm a sucker for 3d platformer ps2-esque adventure games. The combat was good, but it took me a good minute to figure out that the blue thing was a shield and I found I could clear most of the demo with fire breath, as killing enemies replenished it a bit too easily. I ran into a bug where if you fall the combat stance and normal stance switch, which caused for some confusing gameplay. I also found it strange that interact and stance switch are both on 'e' so when you go to light the first lamp on fire you interact with it until you walk away, not optimal. The boss fight was good in a challenging way, but very difficult compared to the rest of the game. I think you've changed him to face the player more, but now he will snap to the player after lunging, leaving little to no opportunity for some sweet attacks on his back post-lunge. Overall great demo and I love the atmosphere and gameplay. Also the checkpoints were perfect! Are you really releasing it in December? I am interested in the rest of the game and getting more weapons and spells.

Developer

Thanks for playing my game and leaving feedback, dude, I appreciate any feedback I can get.

So, yeah, the blue thing is, in fact, a shield known as the Energy Buckler. In the tutorial (which I omitted due to it being incomplete), the Minister states to "right click to block".  The tutorial will return and I'll add a part in the manual explaining the Energy Buckler in more detail like with the weapons.

I have recently rebalanced the enemies in the Iron Ghetto to spawn less fire and health orbs because many people have alerted me to the fact that the game became too easy as a consequence; as a result, they now spawn less orbs. Strangely, most of the later enemies are very stingy with their health and fire orbs, and only in the Iron Ghetto are the enemies very generous.

The AI for Brutus Canor, the boss of the area, has been updated since Demo Day to be less...bad. I cured the Viceroy of his epilepsy and he no longer spazzes out after attacking, but I will see about fixing this snapping issue. Canor is difficult, but when compared to the other bosses, especially the final boss, he's about as lethal as a puppy.

I'll see about changing the interaction radius for the lamps such that, once players interacts with them, they can immediately switch stances and activate them.

I have it set for sometime around December, as cutscene creation, voice acting (Gotta get my buddies to voice the protagonist's buddies), bug fixes, and general quality-of-life improvements are all that's needed at this point. Besides, it's the year of the dragon and I'll be damned if I don't release this game in this momentous timeframe.

Again, I  appreciate you for playing my game and leaving feedback. The next update will include the completed Iron Ghetto, as some parts have been omitted due to time constraints (such as the Quest from Belinda the Ageless One and the full cutscenes for Brutus Canor).

Submitted (1 edit) (+1)

Nice, well if you recently changed the enemies to drop less than I'm sure it's fine in the larger picture because it's just the beginning and it was fun to fire breath a bunch of small dogs. If Canor is easy, then I'm excited to see the later bosses! Good luck with your December release my friend! I'll play the next demo if you still want to drop it :) Also i forgot to mention that the death cutscene is kino

Developer(+1)

I'll keep you updated when the next update drops. :^)

Submitted(+1)

how do i set the lamps on fire? i seem to recall being able to breathe fire, but i forgot how.

had some bugs when trying to close the "door is closed" cutscene, it looked like it started multiple times instead, so while i walked around there was still the cutscene text lingering.

having the mouse sensitivity settings while in game would be nice, especially considering that you can't skip cutscenes.

having to rewatch the intro every time you die is annoying imho

also, the enemies drop way too many green orbs, which kind of trivialized combat

Developer(+1)

Hey dude, I appreciate you playing my game and taking time to write out your thoughts and, more importantly, constructive criticisms. Here are some notes on what you have said:

  • Setting lamps on fire is done with the any fire-based attacks (Fire-Breath or Fire-Spit): since you should find the Fire-Breath Technique scroll before the lamps, activate the ability by pressing [2]
  • I'll look into the cutscene error for the "door is closed' cutscene and include a feature to skip cutscenes (I've been wanting to include that feature anyways); what button would you recommend I use for cutscene skipping: "Enter" or "Escape"?
  • During the time I have written this reply, I have updated how many orbs are dropped by enemies and will roll out this update when the other things are complete; I have no idea why I haven't done this yet because enemies in the later sections do not drop as many orbs as the ones in the first level
  • I'll see what I can do on adding a simple settings portion in the pause menu; it shouldn't be anything too difficult

Again, I thank you for playing my game and leaving a comment, and I will have the issues you have found rectified as soon as possible.

Submitted(+1)

that's the thing actually, i did not find the fire breathing scroll.

Developer (1 edit) (+1)

If you have already collected the Fire-Breath Technique scroll, then it will not appear again as it is already a part of your inventory. If this is not the case, then it was most likely a programming error.

Edit: It is a programming error. I'll fix this and unleash a new update.