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Valiant Soul's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
ART/VISUALS | #41 | 3.618 | 4.000 |
SOUND/MUSIC | #50 | 2.915 | 3.222 |
Overall | #75 | 2.295 | 2.537 |
CONTROLS | #81 | 2.111 | 2.333 |
USE OF THEME | #90 | 1.608 | 1.778 |
BOSS DESIGN | #92 | 1.809 | 2.000 |
FUN | #98 | 1.709 | 1.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
You gather shards of metal and bring them to the merchant. He makeshifts them into items for you
Does your game utilize the PlusMusic plugin?
No
Did you use any third-party plugins other than PlusMusic?
- Lightning particle effect (Unity asset store), Skybox Cubemap Shader (Unity asset store)
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Comments
The game is amazing in term of design but the gameplay don't follow in my opinion.
Beautiful environment and character designs! I tried fighting the smaller robot four times before letting it go. I went in with different stats each time, even maxing out HP once, but two things occurred every fight: I'd miss both attacks I managed to get in before dying, and each one of the robot's attacks did 3/4 of my HP! Some balancing is in order to allow players to fully immerse themselves in the battle system and get through at least one encounter. The Mushroom Merchant is amazing! Love the character, well done. The mouse is super cute, although the rigid tail is a little distracting. I'm have no 3D experience so I can only imagine how difficult rigging/animating some of these things could be! I appreciate the sheer effort and time commitment that went into creating this game, so be proud!
Thanks for playing and reviewing. I'm glad you liked the mushroom merchant. He has a lot of charm, right?
Yea, I agree that the fights are harshly unbalanced. Right now, the only way to win is to max out your speed because the player with the lower speed pretty much always misses haha. I definitely think more thinking could go into that. Ideally, the fighting system should be more complex and allow for different moves with different weapons.
It's true I underestimated the size of the project that I had in mind.
Thanks for playing and I'm glad you liked the characters. Hopefully, with more development time and possibly more team members, it can develop into something more complete.
This look gorgeous. As others have already mentioned, the interactions still need work.
In the starting hall there's at least one pillar that's missing a collider so I could walk just right into it...
I could find an item (a stick) but despite what the dialogue window said, using `F` to pick it up didn't work.
Eventually I ran into the issue that I couldn't leave the merchant screen.
When the merchant inventory appears, I would expect to be able to click on an item to select it...
I tried my gamepad, that worked much better, I could even leave the merchant inventory...
I haven't found out how I would equip any of the items, nor how to pickup shards.
The most dangeous parts of the world are the seams between the terrain chunks, it's easy to fall through the cracks between them, and it's strang to see through the bottom of the castle from below and it's floating in the air when looking from its sides.
One essential thing missing would be an option to go baclk to the main menu in order to leave the game without killing it from the outside.
At least it did run in Wine.
Oh, and one thing: the panel for the intro doesn't completely cover all of the main menu screen on my 16:10 screen...
Thank you for playing and reviewing. I really wish I could have implemented the ideas I had in a more complete manner. I had many ideas at the start but when I started implementing them, I realized the sheer size of the project I had envisioned. I finally settled for a lesser version that hinted at the ideas I had. Hopefully, with more development time and possibly more people working on it, I can get a more complete build out.
Personally, I'm a controller player when it comes to RPGs. I guess that's where my bias came haha. I think I made more efforts to make the game more playable on controller.
Thanks for letting me know about the screen issue. I'll look into why that's happening.
Again, thanks a bunch for giving the game some time and leaving a review.
If you added some config options, toggling up/down view directions would be nice, too... ;)
Its a pretty nice fondation but it needs more polish. (visual are cool though)
Its a pretty nice fondation but it needs more polish. (visual are cool though)
first of all very nice logo, the visuals are very pleasing, the game plays well and I like the game concept and narration, overall good work!
Thanks for the kind words. The game is far from complete but i'm glad you like the concept. Thanks for playing!
Very pretty! But alas, I couldn't buy anything from the mushroom merchant. I read you are a one man team, good work! The click sfx when progressing through text, did get a tad annoying after a while. But for doing it all yourself, nicely done!
The graphics are beautiful, but the game is super janky, IMO the take on the theme is weak, I bugged out the game my first 2 playthroughs, in the third I was able to reach one of the battles, but I wasn't able to equip my gun and I lose a lot, the change between the exploration and the battle is a little rough and it feels super disconnected,
The exploration has this whole beautiful/nature/epic vive and at the first moment you start fighting you are trapped in this 8 bit ich inspired fight screen, It would be so much better if the UI wasn't so invasive
Also, there is a not so much feedback inside the fight to now what's happening, just a small text in the bottom right corner
The enviroment and the music is super good!
wow the graphics is so COOL !
Thank you for playing!
The idea is nice, but needs more polish. Off the top of my head:
Animations and sound during a fight make all the difference when it comes to feedback- right now the only thing that changed was the hp bar.
A "Game Over" screen would be nice.
Also- disabling player controls while in shop. Right now the same controls that moved the cursor in menu moved my character.
Overall- nice graphics and atmosphere, but gameplay needs work.
Yes, I perfectly agree on all your points and the additions you suggested would be great.
I was actually already thinking of the Game over/Victory screen post fight.
But as a one man team on a large project like this, with the time constraint you can understand that I could not implement everything haha.
Let's just say that this is a prototype for what the game could become in the future.
Thank you for playing my game and leaving a review!