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Beast of Tugadres's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #17 | 4.111 | 4.111 |
Theme - How well does it incorporate the theme? | #32 | 3.611 | 3.611 |
Audio - Does the game have nice sfx and music? | #33 | 3.667 | 3.667 |
Overall | #48 | 3.500 | 3.500 |
Graphics - Is the game aesthetically pleasing? | #110 | 3.333 | 3.333 |
Gameplay - How fun is it to play? | #120 | 2.778 | 2.778 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is really good. Played til the end. The shield strat seems to work so well against the boss making the sword almost irrelevant.
The buttons in the wall are too well hidden. Should at least make them easier to spot.
Thank you! Agreed on the secret buttons, it's my biggest mistake for this game :D but I'm glad to see you made it to the end!
I wanted the weapons to play differently, with the sword making the dungeon easy but the bossfight more challenging, and the shield making the dungeon a bit harder until you unlock its power and then making everything easy. So yeah it's way overtuned lol, especially against these simple enemies.
I've beaten the beast of Tugadres, died once.
You made a pretty good dungeon there, good balance between combat and hidden buttons, combat feels good, the weapon voice parts are nice and the fights and dungeon sequence are varied enough with even a final boss. I guess you could have a couple of stat + or consumables but the game is pretty complete anyway.
The game is fun, good job.
Congrats on beating the game :D and thank you!
Yeah I tried to scope it as a relatively short experience, so adding stuff like stats and consumables felt less important and it wouldn't really mesh well with the focus on the sword and shield. But if the dungeon was bigger, there definitely needs to be more variety and character building etc.
I never made it out of the cell. 11/10 existential crisis.
Yeah you're not alone, I made it too hard :D
There's some hints and screenshots in the game description. Use that to find the brick, then press F/Space/NumEnter to open the secret wall
This was a very interestig game. I like how you gave the player different tools and depending on how you play the ending pans out differently. :D
I tried to be good and bash people to death with the shield (dying by blunt skull trauma is apparently a "good" and "noble" deed :P), but that didn't work out unfortunately. Several enemies just didn't die despite stunning them for a long time (the black knights specifically). I also tried to stun the Beast of Tugadres for several minutes, but nothing ever happened. So I had to slice him. At the end everybody was dead. Well, such is life. :P
I liked the AAA voice acting, haha. This always enhances a story significantly. Graphics were nice and worked, thanks for the guide with the switches though, that was necessary (but I found the first two by myself!).
This was a very enjoyable expiernce with a cool idea. :)
Thank you!
Stunning them should work, though. The simple enemies need 3 stuns, the knights need 4, and the Beast needs 20 per life. Just to be sure: Did you time your stun attacks with their attacks? When enemies try to hit you and you "attack" during your block when their weapon connects with your shield, it should do the stun. If you see the flashing light, you've successfully stunned them for 1 damage (and you can then bash them to push them into walls for more damage). Otherwise it doesn't do any damage.
If you did stun them with light, then I don't know what sort of random bug occurred and I'm sorry for that :( If you didn't stun them that way, then that's on me for not explaining the mechanics properly, so I'm sorry for that as well :D it's all part of the jam experience lol. Anyway, I'm glad you enjoyed it!
Well its not a bug, it looks like I played it wrong the whole time. :D What I did was holding up the shield, thinking perhaps it would "charge" it, and then I would sidestep the enemy and "push them" from the side. That worked sometimes (I guess when I bumped unknowingly into walls, or maybe I did sometimes stun them correctly while blocking). I still managed to keep a balanced duality ratio for the game until the last fight, haha.
I was surprised by the voiceovers, such a nice touch. I was also glad to see a story implemented, and both weapons react to your actions.
By the way I wasn't able to use shield at all on a touchpad. So for me duality was biased towards one side :)
Switches were hard to spot, but when you switch game to a low poly dungeon mode they became more obvious and easy to spot.
that's because touchpad users are evil!! :D
But yeah I didn't consider that... sorry about that. Thanks for playing!
Fun game, the voice overs, story, and choice of sword or shield kept me playing to see the ending.
Other than the fight at the end, I wish the enemies were more challenging, and the hidden switches got a bit annoying to keep looking for. But other than that, it was a complete experience that kept me engaged from start to finish, great work!
Thank you! Yeah, enemies are a bit basic. Originally I sort of envisioned the dungeon to be separated into two parts, with the ancient part having weird beasties etc and then the cultist part have stronger cultybois.
It a best game I played so far within tis jam. Music and first brick are only things I could complain about)
Thank you! :D
Even with the comments so far, I can't find the switch for the first door.
Can you please drop a clue in which part of the wall I have to search for it?
I really would like to see more of the game but my eyes are too old to notice changes on a sub-pixel level (and yes I already tried lowpoly/retro cam).
If there's one thing I would change right now if I could, it's those bricks :D
I've updated the description with some screenshots of the puzzles and the brick locations, just click the top header for them to appear. If you need any additional assistance, hit me up on discord and I can guide you through it if you want, because I wouldn't want this to prevent anyone from progressing to the rest of the fun content that I made.
I might also create a video with a full walkthrough and some dev commentary etc later, but no guarantees on that
Thanks for the clarification!
I realized now my mistake. Since I used the mouse look, I was asuming that it was also mouse click not the interact key...
It is a nice and fun game, i wonder what you are going to do with it after the jam?
Ah, right, yeah there's no feedback to the player at all so that's on me :D I'm glad you got it working!
I don't have any plans for this after the jam. There were a few minor things left on my todo list and the core gameplay is in place, so it's pretty much done except for UI, polish and bugfixes. I wanted the focus to be a short story and I don't really feel like expanding it much to turn it into a "full" game. The duality mechanic works because it is a short game, I think. If the game takes hours to complete then there's not really a point in trying to balance the alignment, and one of the two items will fall off hard for 95% of the game. And changing things up too much will turn it into a different game...
Maybe next time if I create something more open ended or with more progression, there's a way to squeeze more content with purpose in there for a post-jam game
Liked most things about this game: the duality theme was super well implemented, I loved the whole thing about getting stronger while using the sword (although I don't remember finding the shield but it kept talking to me), the exploration was nice, voiceover was a nice touch.
But I did truly hate the pixel hunt of finding switches. Honestly, I only found them because I kept switching between pixel and normal mode and seeing what stuck out on the walls. If I didn't like the rest of the game so much I would've given up after the first secret brick.
Which is a bit ironic, since my game ALSO starts with the very same trope hahaha.
Thank you! Interesting that you didn't find the shield. It does talk to you once when you walk past its closed secret entrance, but you shouldn't be able to progress the game without both the sword and shield in hand... Maybe another bug I didn't catch lol. Edit: yep, bug found and fixed for post-jam. Thanks!
Maybe hidden switches are only fun for the developers of them :D
It's always impressive to see a fully voice acted jam game! I ended up saving just one of the kids, but it was for the greater good, so maybe I got the best ending from a utilitarian perspective anyway! Some of the combat encounters felt a little unfair, but with the respawn mechanic it didn't really matter—I wouldn't hold it against a jam game.
Impressive amount of hand-made content for a jam, although I also had trouble finding some of the secret walls. I think the thick black outline made it so it didn't pop as much as it should've even looking at it from a side perspective. Maybe if the outline was slightly lighter on that square, although that would've required two separate textures.
Thank you! Glad you enjoyed it and are a good person lol
Yeah in hindsight the bricks should've stood out more. I thought I balanced it ok-ish, but didn't have the time to let someone else playtest it before the deadline, so it is what it is :( a slightly different color would help, but also maybe a crosshair change when you go over it, or perhaps even better would be to make these brick walls optional as a way to avoid combat via a shortcut. Oh well :D
Took me 20 minutes and 17s to escape.....and everyone died lmao. The boss fight against Tugadres was very intense and I was invested.
I really liked a lot about this entry, the vo was very well done and set the stage well, the visuals were nice and rich and made the dungeon a nice place to explore. I didn't mind the freelook+gridder controls at all, the combat felt pretty good as well, the sword was definitely my fav, especially once I unlocked the ranged attack.
Looking for all the hidden switches however was really painful, I think instead of just a mesh sticking out, it should really be a different shade texture or something to help visually identify it in the rest of the wall texture, especially considering how much depth was in the textures themselves.
All in all a really strong entry, nice work!
Thank you! So glad to see you made it to the end :D with a pretty good time as well for a first run!
Finding the slightly out of place texture to open a door is not fun, and made me convinced the interact button didn't work for the first 10 minutes of my play through. Also this game ONLY runs properly in chrome as far as I can tell. The different graphics modes where nice, and the voice work was excellent. Ambient background music got repetitive, but was overall effective.
Thanks for playing! One of my concerns was making the few hidden buttons in the game both not too easy and not too difficult to find, but looks like I may have failed there :( I didn't have any time to let someone else test the game blind before the deadline to check this.
One of the tricks is that they're physically poking out as well, it's not just an adjusted texture. And yeah the music changes as you progress through the game but I can imagine it becoming annoying if things take too long.
What browser issues were you having? I've only tested it in firefox, didn't have time to try other browsers. But I do know webgl can be a bit janky in certain cases so please let me know and I'll adjust the description for future players.
Firefox I got either no audio whatsoever or tuns of distortion, but it was otherwise playable. Microsoft edge couldn't get passed the load screen.
The raised buttons I could only really see when I was using mouse look on the actual square, so it led to a lot of moving one square, inspecting the wall brick by brick and then moving on. I'd at least make the the first one in the corner that the kid tells you about more obvious so people know to do that if it is the intended gameplay loop.
The music I think worked, but I definitely did get stuck some places for long enough that it got old, overall I think it definitely did add to the ambience though
Hmm, not sure what could be causing those sound issues, and it works in edge for me as well. Not sure what's going on :(
Thanks for the feedback! I'll put in a hints section on the description with a few tips
could be an incompatible configuration thing on my end, no idea. It played fine with chrome though
A nice little entry! Thanks for making it. Love the voice work :D
Thank you!