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Fantasy Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #26 | 3.958 | 3.958 |
Theme - How well does it incorporate the theme? | #45 | 3.458 | 3.458 |
Gameplay - How fun is it to play? | #53 | 3.417 | 3.417 |
Overall | #109 | 3.058 | 3.058 |
Graphics - Is the game aesthetically pleasing? | #121 | 3.250 | 3.250 |
Audio - Does the game have nice sfx and music? | #166 | 1.208 | 1.208 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
So sad that there are no sounds!
All those IV cards hidden everywhere... Lloyd is a good fella...
Great game, nice combat mechanic with cards, though I wish I could see which ones and of which type I own so I can delete cards with no worry. Odd thing is that controls on computers and such are not doubled with WS buttons. Had to switch back and forth between arrows and WASD, since movement worked perfectly on WASD and I would automatically use that.
Enjoyed beating all those gang members around after a bit of training muhahah!
Thanks for your very kind words! And congrats for beating the game π Your comment about Lloyd being a good fella makes me glad, story and characters were kind of a last-minute rush and I like how Lloyd turned out. He'll definitely be back in the complete game!
The absence of music is my biggest regret, but a few hours from the time limit I prioritized fixing bugs and having a story. A more convenient UI for the cards was also planned, but I overscoped big time for this jam, so a lot of mechanics had to be cut!
I'm not a WASD player, so using W & S to select options in the menus didn't even cross my mind, but that's a great suggestion and an easy fix.
I'm glad you enjoyed my game, thanks for playing!
There's a lot going on here for the time spent which is really nice. Cards are a little confusing at first but once I figured it out and found a high level shield I went back to the store; bought a high level attack card and destroyed everything else that I could, then beat the boss and walked out with $2k for the dojo.
Thanks for your kind feedback, and for playing through the whole game! I had a lot of interconnected systems in mind for this game, and even though I didn't have time to fully implement them all, I'm glad you enjoyed them! I really need to add some sort of description for the combat system, and clearer messages to better display what's going on during fights.
A game within a game, that's a very cool idea. Also, the graphics made me feel that I was playing a late '90s game which is a very nice touch. Lastly, that's what I call mean streets, thugs are at every to turn to get you :)
Thanks! The setting of the game is based of ideas and concepts I've had in my head for years, so when the theme was announced I knew now was the time to create that game π I'm glad you like the atmosphere, that's what I was going for, and yes I might have overdone it a bit with the thugs!
Excellent disclosure of the topic. If there was more sound, it would be even better. A good job done from start to finish.
Thanks for your kind words π€ Yeah, I regret not having had more time to implement sound and music!
The way the characters are written is so silly, I love it, the whole game feels like one of those old flash games about building up your character.
The duality between the dungeon gameplay and the real world gameplay was also really nice, what to say, it's a fun game.
Hehe, thanks! π I'm so glad you and others liked the story and dialogues, it's mostly a last-minute effort and my tired brain went all-out on the goofiness. I think I'll keep it that way in the final game, but the next chapters of the story will be increasingly serious and big in scope and stakes.
This was a nice little story!
I liked the gameplay and the plot end with the bad guy coming back to the right tracks. The game had no bug, everything worked fine and well balanced.
I would have enjoyed some sound design to give it a more game retro atmosphere but the quality of gameplay does take this problem away for the overall enjoyement
Great job!
Thank you very much for your kind words, Mamijomale! I'm glad you enjoyed the story. I was panicking a bit near the end of the jam when I realized the only story I had was "Hero receives computer. Hero turns on computer and plays online game". I quickly worked something to go with my assets but had to give up any hope of implementing music. Reading that you found the game fun enough to not be bothered by the absence of sound makes me really glad. I'm continuing work on this to add sound, more depth to the combat and more places and story arcs.
Congratulations on your victory, it's not so easy in this version of the game!
I beat and shared a drink with Lloyd. You put a lot of content here, and the deck building and card battle systems worked well. The contrast between a player and their avatar was a good use of the theme too. Good job.
Congratulations on beating the game! And thanks for playing π I'm glad several people beat the game, I feared it was a bit too hard. I spent a lot of time designing and coding the different systems and had virtually no story 10 hours before the deadline. I had to work with the content I had and hastily make a short story, so Lloyd was promoted to final boss at the very last minute.
What a great entry! Loved the super low-res retro 3d art, very unique!
I would love to see this developed into a more fleshed out version with music and sound effects as well as a little more friendly UI for utilizing the playerβs inventory.
All in all, very enjoyable experience. Great work!
Thanks Captain, your comment means a lot to me! I'm just starting with pixel art, and while it's nothing like the best entries, I'm glad it turned out okay π UI and music are the two things I had to sacrifice due to lack of time, but I'm already hard at work to implement them. There will be more story arcs following the current one, and more cards and effects for the combat system.
Thanks for your kind words!
Hey man, I checked your game :)
Overall, a pretty unique experience.
Hey, thanks man! π gdevelop is a neat little engine, works well with my 9 year old mac. Although the more complexity I added to the game, the more the engine huffed and puffed! This is my very first attempt at pixel art, so I'm glad you found it aesthetically pleasing. Sadly I had no time to implement any form of music or sound effect, when the time remaining was down to 5 hours I focused on implementing a complete story and fix some bugs. I overscoped a lot for this project, and spent a lot of time changing the story at the last minute to make it short enough to fit with the amount of content I had. All in all, a very formative experience!
Alright, I beat the first boss.
Short version: This was pretty impressive all things considered. I could see it being a bigger game, but as short jam game it feels pretty complete, albeit lacking in convenient inventory interfaces regarding the cards and stats.
Long version:
My main issue (and I'm positive this is something you would have implemented with time) is not being able to view my cards and stats.
It was difficult to balance my deck for the boss, since the trick was to get to them with enough health to survive the battle. He's weak to Magic, but the enemies on the way are flat out immune to magic. I had to figure out what my card balance was like through trial and error in battle. And once I found the shortcut, I did it in a few goes, so it was quite satisfying to over-come.
Also, I wasn't sure how the Sticks and Hearts factored in. Were they blank spaces because I didn't have enough cards, to discourage small decks? And are the cards completely random draws, or does using one take it out of play? Do they reset at the start of fights? Knowing these things would make decision making more interesting.
I assume the theme was the duality of the two lives, which was well done. You had to invest in your real life skills to more efficiently build up your game stats. And a lot of effort was put into the city visuals. But yeah, seeing my own stats and having some clue to where I stood with the outside world would have helped.
I'm also not sure about having important NPC dialogue in the dangerous overworld was a good move, especially since some of the NPCs were thugs. (Though it certainly drove home the dystopian vibe.) Once I figured out I could just deposit all my money and stroll around freely it was fine.EDIT: In retrospect, most of it wasn't that vital. The important stuff was in Fantasy Quest.Also, I'm not sure if this is just a hole in the logic, but I can go into negative funds at the card shop. I never tested it, but there doesn't seem to be a downside to it. Theoretically, could I buy as many strong cards as I want?
EDIT: I grinded about $1400 for strength training and beat the game. That was pretty nice ending.
Congratulations for beating the game! And thanks a lot for giving such a detailed feedback π
Beating that version of the game is quite an accomplishment, since I didn't have time for proper balance and in-depth testing before submitting my game. The standard enemies shouldn't be immune to magic either, I forgot to set their vulnerability level to magic... thanks for persevering!
You're right about the interfaces, I had to cut a lot of corners for the code behind the game store because I knew there wasn't going to be enough time to make a convenient interface. I found the quickest way to code this essential functionality, to at least allow the player to edit their deck.
It's not clear enough, but the stick is indeed a dead weight card. I wanted to add a way of getting rid of them through small quests in Fantasy Quest Online but that was overambitious. The heart cards heal the player and make the enemy skip a turn, although this is not clear enough as well. I intend to add a "View deck" option that lists your cards and what they do. There will also be special cards that combine several symbols and status effect cards.
The way the deck works is that you draw three cards at the start of your turn, and all three of them end up in the discard pile (one of them being played). When there is less than 3 cards in the deck, discarded cards are shuffled back into the deck. I'll have to make this more obvious, too.
Negative funds in the card shop shouldn't allowed π Since the game is a bit too hard, it's not the worst bug to have at the moment. You can have as many powerful cards as you want. In the current state of the game your heart cards would end up being too diluted, but you could power through the 2 enemies and the boss.
Thanks again for playing! I'm already working on important bug fixes, music and sfx, and I plan to add lots more content.
Due to the large number of entries, I have to play for five minutes per game.
I like the low rez.
I like that I have an infinite supply of old cookies in my pocket.
I deposited my money in the bank.
A good, solid entry.
It makes sense to play for a shorter time since crawler games can be quite long. Thanks for giving me five minutes! I'm glad you liked what you sawπ
I like the concept, but I wasn't able to finish this game. The first boss was difficult even after getting a magic card from the shop. I wish shield cards were better as they feel like a waste of a turn. Also I wasn't a big fan of having to backtrack all the way to the game shop to try different decks. But I appreciate that the combat is more than just swinging a sword a bunch!
You're bringing some very good points π I overscoped a lot for this project and had to cut a lot of story and content near the end of the deadline. Adding a few simple things like a level up system that makes you gain max HP and boosting the shield cards' level would have made a huge difference, but it was too late by then. I'm already working on a lot of improvements, at my own pace now. Thanks for giving my game an honest shot!
So many thugs in that city! Dangerous place to live.
Nice cultural commentary.