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A jam submission

Journey in AzurView game page

Travel with the last remnant of mankind in a world of endless blue sand.
Submitted by BlueSandDev — 2 days, 22 hours before the deadline
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Journey in Azur's itch.io page

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Submitted

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

I think the tutorial is getting there. Tooltips were messed up - wrong canvas layer.

Submitted

It's very short so not much to comment about.

I'm digging the plot so far. You could drop the EYE references unless that's what you are seriously going for because it breaks immersion in the setting right at the start.

Combat is ok, the animations are weird like when I try to retreat I'm getting attacked by the enemy on the way, which is animated by having my team walk up right next to the enemy.

On the merchant screen there's an orange icon on the right that isn't described with text, so I wouldn't have any idea what I'm buying.

The art... Why would you do it to yourself? Making extensive lineart for natural scenery doesn't make sense especially in this case and the result isn't that great. Just grab proper paint brushes. Character art is decent and the assets where lineart is used well (like the vehicle) are great.

The music at the start wasn't very good and it was distracting from the dialogue, but after that it wasn't a problem, as in it either somehow blended in well or was too quiet.

I counted a few typos, though I didn't take notes.

(2 edits)

Nice game.

Light blue text (used for emphasis) on a dark blue background is a bit difficult to see.

Combat got stuck for me:


I can select and deselect team members, but not end the turn, or even exit combat. It happened after I incompetently let my team members get attacked from two sides.

Visiting Trader's Rest does not replenish fuel. It is not possible to visit or to replenish fuel at Impact.

No auto-saves (yet)?

In one combat, I set the woman on overwatch duty, but once a group of 3 bandits was reduced to 1 from repeated overwatch, she did not shoot anymore, despite there still being a single bandit left. But it charged into combat some turns later, once I used a radio distraction.

Grid bug:



I am trying to enter "Redoubt", but bandits spawn whenever I try it.

Combat got stuck again.

Overall, some nice, albeit small, improvements from when I last played, I saw some bug fixes. It feels a bit ambitious, in some ways, with panning cameras and all, and combat, and inventory system, overworld movement, enemy AI raiders, radar system. Also neat. I like the game overall, but very early in development, and maybe on the ambitious side in scope.

(1 edit)

-Mainly skipping the text since I know the gist. Also your game image has the title cut off, that or you're rebranding to Rney in Zur.

-Text tooltips are showing up behind the text boxes. There's an arrow for text selection but it only follows the keyboard inputs, it should update to follow the mouse as well.

-Overworld looks a bit nicer, I like the sort of tabletop style.

-Tutorial is quite good. One thing to note is that the end turn text usually sticks around when the end turn conversation starts.

-The new visuals for discovering a location is nice.

-This weird text "Trade 0 graph" showed up upon meeting Katrine.


Seems like you're making good progress, well done.

Submitted
  • Combat worked, but was kinda clunky. It's not entirely clear what is just flavour and what's actually interactable. When doing the fake command I just spammed clicking things.
  • At Trader's Rest I almost missed the interaction with the girl, because her face wasn't prominent enough up in the corner. Should be better positioned.
  • "Demo is over for now", the game kept going afterwards and raider approached.
  • Didn't have a way to quit the game.
  • Katerine(?) has never seen an inner or inner clothing but sells stuff to inners
  • fuck the inners


Some typos etc.

  • "?." has an additional "." around the 10 minute mark on the way to Trader's Rest
  • "embush" => "ambush"
  • "an useles" => "a useless" around 16 minutes. Is that one intentional?


No commentary video.

Submitted

First time I've played it so I'll go over everything even if I know it's placeholder. Remember, I'm harsh.

I'm an eye fan too btw.

- in the main menu 'new game' and 'load' go one after the other, option in the middle causes no problems per se, but when you see it it just feels wrong

- The idea for the title is good, the execution is poor and needs to be redone (maybe it's just an old asset since your art skills are nice?)

- the idea of the moving pov in the main menu is nice, but it feels aimless since "the view" has no point of interest to focus. Since you have the strong visual of dead soldier+flag, I suggest to add another intresting thing to see, and use them to ping pong your pov). also maybe try to slow it a little.

- dunno if it's your choice or godot, but try to add alt+enter to switch between full screen/windowed.

- there is a layer problem if I hover 'Outer' (or any 'know more' links) in the first conversation, the explanation is under the conversation

- red arrow in the dialogue selection dosen't move, dunno if it's a bug or not yet implemented

- the last topic of a conversation will 'move' the scene, and it's good that is consistent. I suggest to add something anyway that makes you know about it

- when you are in the menu for saving etc, pls pause the game action on the map

- there is an overall need for inputs on the battlescreen, for ex, a player can't know that you need right click to move battle map

- there is also a need for tutorialization in general, ex I know about the tetris loot system just because I saw your progress. 

- also battle objectives, if it's an extermination mission let me know it

- what happens in combat I understand only up to a point; that this is an xcom where instead of moving in a tilemap you move between zones. My suggestion is study xcom (1) and see how they explain it. Ideally a new player should go blind into your game and be able to play it.

- too much talk and very little game, but this is a vn hybrid so it's not really a fault. 

- why a red arrow(triangle) would indicate a settlement shop?

- once I get to "demo is over" screen, the game dosen't actually end, dunno if it's a bug. I can leave che scene and continue to roam.

Developer(+1)


They're multiple animated main menu screens.

You can keep roaming after the demo end, there is raider fortress in the south that just keep on spamming raider to fight.

Thank for the feedback.

Submitted

The hover text doesn't immediately go to the front, making it hard to read the details of some of the underlined words. Also not sure if intended but you can enter the shop while in the dialog and the shop will cover the dialog but clicking will still continue the dialog in the background. While in combat zooming in and out is really nice but I think it would be even better if you could use WASD or arrows to pan the camera around, like how you can in the overworld. I didn't really understand too much about the combat, mainly about the enemies stats and how damage is calculated. Also aside from the tutorial, combat seems to be entirely optional but maybe that's also intended?