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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, 23 hours before the deadline
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The Frydarian Tale's itch.io page

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Comments

Submitted(+1)

The main menu intros are really soulful, but I wish there was a way to skip it. Since there is no prompt to press spacebar to get the option to do a new game or not as of yet either, but once I realized that, getting into the game itself was much quicker. The options menu isn't complete, I would have liked a windowed option. I'm reminded a lot of Dark Crystal with the 80-90's fantasy vibes. Really nice touch. The voice acting was good, I think it was AI due to the ends of certain sentences. The pause menu has no way to escape it or a way to use the mouse.

The manual was really good. I couldn't progress much since I couldn't use the weapon, or the fire breathing once I found it. I have to say this game is oozing with soul. It should be really good when it's fully complete. 

Developer(+1)

As I told Federx, I'll see if I can find a way to add in the ability to skip cutscenes; to be real with you all, I long for that feature too. I'll see about adding in a windowed option as well since other players have brought up the same suggestion. The menus, in general, are pretty incomplete: in the "Extras" menu, I want to add in the tutorial that was featured in previous sections since it has a character who is very important to the plot.

The vibes you described are the vibes I'm going for, since movies like The Dark Crystal, Legend (with the Tangerine Dreams soundtrack), Wizards, and both the film and novel versions of The Neverending Story are some of my favorite works. Now, as for the voice acting, it was almost all done by me with the built-in mic on my Mac; my friends' voice acting (who do Fygoon's friends Ratatosky and Lux) were all done on their iPhones. The only computer voices were used for Siansi Klez, which makes sense since he's a robotic character, and the two girl characters Vicereine Iris and Elsara the Weaver because I can't do a girl voice. I never use AI in my artistic works because I consider it an affront to human creativity.

Now, as for the pause button and weapon selection issues (both number keys and scroll wheel), I have had no such issue on my installs but that is not an excuse. Please tell me more about these issues so I can fix it.

Submitted(+1)

Cool. Not many things are made off of those movies, it's a lost art in a sense. 

I don't know what caused the bugs for me, everything was running very well outside of it. The game over menu works with the cursor, but pressing escape doesn't have the cursor appear, and escape doesn't work to get out of it. With weapons, I can go into the stance, but nothing happens outside of aiming when doing any of the mouse buttons.

Developer(+1)

Good to know. I'll see what I can do to fix it.

Submitted(+1)

the main menu intros need to be skippable.
i tried pressing esc on the second one and it closed the entire game
still no level select screen? you can't seriously expect playtesters to play through the entire thing every single time. you should offer a faster way to reach the latest in development content to get more valuable feedback.

Developer(+1)

I'll see what I can do for the cutscenes, especially since pressing the ESCAPE key definitely should not be closing the entire game. As for adding a level select, I might do that once players complete the entire game; save files are generally transferrable between builds so whatever level you complete in an earlier build and all power-ups should be usable in later builds.

Submitted(+1)

voice acting is pretty good haha

Submitted(+1)

this game is awesome.

if you're looking for genuine feedback, i think the weakest point is that the level is too long and confusing. You should add some big weenies so I know what direction to head in. I feel like the only clue that i was making progress was finding enemies I hadn't killed yet, because there are so many identical rooms. If you don't want to simplify the level, a map would be nice to have. But I think you should simplify the level because the cutscenes are a high point and getting to the next one quickly will better serve the story.

Developer

What do you mean "big weenies"? I'm just curious because I have never heard of that in the context of game design. I value any feedback I receive - after all, Potbelly Flamefist and Elsara the Weaver were names offered by the community - so any ideas would be great. I was thinking of adding signs that point to each section (Iron Mines, Equipment Storage, Armory, Refinery 1, Refinery 2, and the two Level Junctions) like a directory, but if you have any cooler ideas than a simple directory in an illegible language than, by all means, share it.

Submitted(+1)

I just mean landmarks but you can bing disney weenies. Anything that would keep me from getting lost would be good. It would probably help to make the rooms less symmetrical as well.

Developer

I never knew that's what people who like Disney call landmarks. Then again I'm more of a Universal Studios kind of guy but I get the general idea. I'll see what I can add to make it less boring to look at, but I will say it would be challenging since iron foundries are, generally, not very interesting places to look at.

(+1)

Frydarian Kino.

Developer

Thanks, dude.