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Frontier Academy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay - How fun is it to play? | #6 | 3.800 | 3.800 |
Graphics - Is the game aesthetically pleasing? | #11 | 4.133 | 4.133 |
Audio - Does the game have nice sfx and music? | #13 | 3.733 | 3.733 |
Overall | #19 | 3.480 | 3.480 |
Technical - Is there a technical achievement behind the making of this game? | #20 | 3.133 | 3.133 |
Originality - Does the game innovate or try something new? | #44 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
That was a smooth playthrough for me! Thank you for the entry. Impressively polished for a jam! Appreciated the short story exposition in the beginning to give a little context as to why I was in the woods. The woods looked great by the way :)
These are very kind words, thanks for the comment :)
Good game! It crashed for me on floor 2 of the dungeon when I encountered some kind of Jawa-looking thing. Smooth movement, clean UI, and fun exploration!
Thank you for the comment and yes, I know there is a crash. I wish I noticed that before the deadline. It is supposed to be a "goblin" and the mob spawner trys to spawn a "goblin"...problem is, there is only a "golbin" entity ;)
This was very fun, actually finished it and got the Orb and got kicked out of the game hahaha. Good job. Nice visuals, nice movement, combat was cool, though as many said, I never used anything but the standard attacks. Didn't lose my way in the dungeon and that is saying a lot. Overall, very impressive, you got a lot done for a game jam.
You really finished it, very cool of you :)
In my mind, that is the kick off, for a saturday morning cartoon show style game (think He-Man), where the party gets cool super powers from the orb and is now able to fight the big baddie, who comes down from his evil mountain every week, to fuck with the academy.
Very nice, but needs more work on balancing, as battles were over way before I could use any of the abilities. Also, the game crashed on me when I tried to attack the boar (?) enemy.
Thanks for the comment and yeah "balancing" is way off :)
About the crash, was this in the dark forest area?
It was in the dungeon, second floor/area I think.
Love the sound design and art style. Controls very smooth, combat is satisfying. Good job!
if this was hand rolled, then this is a lot to accomplish.
good job.
why do zombies have knives?
Knives...hmm, I actually don`t know anymore. There is actually a female zombie, but I think, that I did not include a mob, which had that version in it. I whish I had another day to work on the game. The enemy placement was just going through the maps and putting something in there for 3 minutes. Anyway, thanks for the comment :)
Oh, I have seen now, that you streamed the game. Very cool of you and yes the game is hand rolled, but in C# :)
What a wonderful game, and what a technical accomplishment! SDL for a Game Jam, congratulations man!
I love this game, exploration was really fun, combat was simple but effective and the story was really well made. I had a great time on your game, thank you :)
Haha, thank you so much. But I wish I had the time for as much polish, as you packed into Shiro's Dungeon. Shiro is the Ruby game, right? Not enough love for Ruby in this world :)
Good stuff, but some combat skills seemed useless, as before I could actually use something combats were over. Also coordination was a little bit hard in the dungeon, as everything looked samey und so I kept staring at the map.
Thanks for the comment and yeah, you are right, there are useless skills. Flash and Flame from Kei do nothing. I thought I had taken them out of the jam release. And there are other things not quite working right. But I am glad I could release it at all. The last day was sooooo stressful.
I feel you. Has been the same for me. While my mechanics work for the most part, it's content I had to slash. :-)
I enjoyed playing this, until it crashed on 2nd floor of the dungeon. NullReferenceException on a goblin(?). Apart from that this is a nice dungeon crawler which feels like a proper one at places. Movement needs a bit of work, especially the turning, for it to feel "right" but that's a minor issue. I would've liked to open up a big map of the area since it makes it easier to navigate, but at least you had an automapper which is a bonus. The stairs going down which you actually walk down is a nice touch.
I didn't completely understand the different skills and how/when to use them and how you would get more action points, but the combat was still enjoyable. I would really like to see you continue working on this game because it's got massive potential :)
God damnit...so one playthrough does not seem to be enough, to be bug free ;)
Thanks for the kind word, I really liked Kingdom of Yergoval, too.
Really nice visual style, nice variety in environments, however could have used some detail in the environments to help with navigation, for instance your use of lighting transformed the level very cleverly to make the most out of a limited amount of textures which was great, but you could have used similar tricks to 'pull' the player towards the goals of each level. Unfortunately as it was, I found myself staring at the map more than the areas around the player. Really impressive overall, had fun playing it!
Thank you for your impressions. The usage of environmental detail to guide the player is something I wanted to do, but there just was not enough time. Next year then ;)