Play Adficio
Adficio's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #48 | 3.741 | 3.741 |
Gameplay - How fun is it to play? | #71 | 3.259 | 3.259 |
Theme - How well does it incorporate the theme? | #73 | 3.000 | 3.000 |
Overall | #74 | 3.296 | 3.296 |
Graphics - Is the game aesthetically pleasing? | #98 | 3.481 | 3.481 |
Audio - Does the game have nice sfx and music? | #111 | 3.000 | 3.000 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I loved the style of this - it was very evocative, and the almost cardboard-cutout nature of the enemies fit perfectly. It was a clever way to (I'm guessing) overcome your lack of 3D models and make full use of 2D sprites that I thought worked out well.
I appreciated the explanation on the stats - it's always frustrating to me when I have to allocate stats at the start of the game and I'm in the dark as to what they do. I did feel like melee weapons were at a large disadvantage; my first attempt was full melee and I had a much harder time than when I built for ranged weapons.
The enemies sometimes blended in, to the point where I think they might have been facing so their thin side was towards me, but I'm not sure. I also would've liked a bit more feedback on the combat, but a week is a tight timeline and you really cut it close, so it's definitely understandable.
I had fun with this. Good job!
Awesome game, I liked the story and the setting a lot! I'd love to see more from it.
Cool how you can customize the character according to the characteristics! And I like such a visual, similar to the N64. Too bad it's short, I would play some more :)
I'm glad you liked it!
Well, worry not, if things go well, you might be able to play more since I plan to keep working this little baby of mine and make it a whole rpg game! :D
I really like the depth of the character sheet, allows for some interesting ways to play and made me want to replay to see if I could do it in a different fashion. I felt that the vibe and overall feel was good. I did have a bit of a hard time seeing in the underground section. I don't know if I missed a torch or something. It would also be nice to have a bit of feedback audio. It was hard to tell if I was being attacked or what was going on around me. But I really enjoyed my time playing! Good game!
Yeah, I unfortunately had to sacrifice plenty of the useful features to make it, I was a bit ambitious with this one hehe
For the light, it's just me who didn't added more since it's a feedback that commonly came back, this will be fixed and all for the next update ;)
Thank you very much for the review!
A great concept. I really loved the way you built the forest, having foreground, mid ground and background elements really made it feel alive and good. The badguys falling over like paper dolls was hilarious!
The game hung several times for me, then continued. Twice I thought it wasn't going to recover.
Key bindings! Thank you! I loved that, so rare in a game jam. As for the story concept, it's great. A bunch of steampunk era gentleman are creating a factory in the woods and deforesting your home, so you have to slaughter them all. Wonderful!
This game has astounding number of features, especially for a week of work! Sadly most of them are rarely used like inventory in my case (used it only to equip my dagger back). Movement feels kinda slow and there are some bugs like the fact that i could use medical items even when i had 0 of them but had them chosen (both medkit and moss). Overall really cool entry which has a lot of potential in its systems! Also duality here is nice (:
Ah? I learned something about the medical item still working when none
Another item on the todo list hehe
Thank you for this feedback! :D
Hey, I checked your game :)
Overall, a nice and quite polished experience, although with some understandable bugs (at least for me :D) and great customization for a 7-day entry :)
Ah, I admit I did no real performance optimization and all the textures are 512x512. If your material is vintage, this is a great effort for your hardware to display this all. I guess other entries maybe have this more optimized than me or using things with lower res.
Unless it's due to the V-Sync? It's the first time I've been reported about crashes anyway. Would worth the investigation because if my game is the only Godot game which did crashed on your machine, it would be interesting to know why! Especially if you do enjoyed the few you managed to see before the game closed :)
Thank you very much for this kind and detailed review! And yeah, I've been told by many players about my unconvientional inputs, I guess it needs to be fixed for next update. Though to free Q and E for turning around, I would like to know which input you would feel comfortable for next/prev item? Because Tab and Shift+Tab are alternative known key bindings for that but maybe not the best choices
Sometimes I would miss enemies, because they would be sideway to me and I guess my speed was too high for them to turn around? Was surprised by sudden damage taken from behind that way several times. They also had issues with light sometimes that wouldn't make sprite anything, but black outline - was bit hard to see in dark corners.
Would love some feedback on attack actually connecting - I wasn't even sure how far my ranged weapons could reach and decided to just rush melee to the end as a result. Worked better that way too!
There is also a bug of sorts that I was able to enter into cave mid wall section, I believe one of the enemies did the same - he suddenly appeared next to me in what looked like teleporting maner.
Mobs also moved towards me from 'main' room (I was regenerating in the corner), which made me miss that prompt about it being the final boss. I know its there, since I died first time by being reckless!
But overal - quite impressive that you managed to do whole stat system with inventory on top of it. Neat interface with bunch of interesting actions (like look around). Game is rough around the edges, but looks like it has a solid foundation to be something really nice indeed. I didn't find anything to destroy though! I wanted it so badly too, after reading all those stats :) Guess that is also for a future update... or i missed hidden wall somewhere (like I often do!).
Yeah, there are several things you said which were reported a lot like the lack of indications and the lights. These would definitely be fixed next update ;)
For the things to destroy, well, it's part of the warning I wrote in the game description about the text lying to you. Since I had to rush the level design like a maniac to make it with the deadline. Hence the walls accidentely placed on "walkable" tiles (hence you crossed a wall and saw AI doing so), the rough edges and the absence of secrets.
But yeah, AIs are pretty much aggressive when they see you. And I gave them a function to quickly calculate a pathfinding so even if you go far, they can chase and find you. Else, it can be just bad luck since when there's no target, I've decided to make them wander in a quite large radius. Which makes their position always different from a game to another but can also end up with them hidden in tricky spots, especially in dark areas or standing on items.
In the future, when the update will come, there would be a lot of changes and the game may certainly play differently. I'll certainly make noise on Discord when this will be ready! There are big works to do haha
But I'm glad to see the UI/Inventory and Stats did worked well for more of players!
Thank you very much for this review!
I did it! I restored the balance!
Honestly the game has so much going on. A full stat system. Melee and ranged combat, a working inventory and so much more. I had to scrap/postpone most of this.
I have no idea how you squeezed that into 7 days but very well done. Are you planing on extending it?
Well done!
Thank you very much!
Well, to implement this, I had to disregard other aspects which got scrapped or rushed (though some are coded just not used) such as sounds for enemies/walking/weapons, animations using just transforms and linear interpolation, a simplified level design, no secrets and keeping the basic mechanics to have a DoomRPG gameplay.
Using an AI to generate the textures also saved a lot of time to focus more on the code.
Though the feedbacks showed me this strategy to earn time played a little against myself since I've constructed the base of the game to be a RPG, not an action game. Also the inputs and actions system needs some enhancements to be more intuitive/comfortable.
So I indeed plan to extend it! But it may however take a little time before the next update since there a several things I have to fix and add. If things go as planned, it may play differently when it will be finaly ready to play
Thank you again for this encouraging comment!
I put a lot of points into intelligence and then I just stabbed everyone to death. :D Thats interesting choice for a story, some kind of wood folk going on a murder spree against victorian hat-wearing wood-cutters. I probably missed some things, like interactions or what all the skills do, but in the end I was able to kill the master engineer with "aim" and then shooting him with a big shotgun. So I guess it worked out.
Its a very nice and ambitious game. The setting is interesting and the music is nice too. I like that you give quite some backstory with a nice intro and outro sequence which is really cool and allows me to get into the game better.
The environment is very varied, so it doesnt get boring. Fighting was a bit weird - I always took damage the same second I killed someone. I guess thats their final dying breath or something, haha.
Overall I enjoyed playing it a lot. Very interesting concept. :)
Hehe, you're the first person who tells me they put points in intelligence!
I'm glad you liked the backstory and the gameplay despite the mispells and some lack of instructions about fighting (I plead guilty on these...) but I'm even more pleased you managed to beat the game with the power of the shotgun!
Unfortunately, I don't think you did missed a lot of things since the level had to be finished quickly and thus offer a little content compared to what I planned originally to make it with the deadline.
And yeah the fact enemies can manage to give a blow before dying is a bug which I still have to figure out and fix
The game will have an extension anyway in which I plan to fix all the bugs and create more content for a more interesting level design, I may also change the inputs
Thank you very much for this review !
Nice and short, I liked it.
I would have preferred items to be picked up without the extra mouse click.
I wasted some ammo when trying to pick up stuff with the mouse, which felt more natural. Still made it to the end though on first playthrough.
Well done with your entry. We had a few notes we took while playing that we hope you'll find useful:
Great job and good luck with the jam!
Ah! I'm pleased you took the time for this complete report!
- For the sudden death, I do think it was because of a ranged enemy who was probably hidding in a corner or on an item. The lack of indication and global darkness you mentionned are definitely combined in that problem.
- The grid the size is 8x8, not sure if said like this means something but it's definitely larger than the player or any enemy. Maybe it's the edge of the limit? I don't know, you're the first one who tells me about it ^^"
- About the font, yeah, I confess I had issues with it and you spotted me right at the fault! Though it's not because there were more people involved in the project ( I did everything alone ), it's because I've chosen one font but found out it was impossible to read it when too small, or was too wide when too much text. I had to quickly replace it with Arial so it could be understandable. If you know a good free to use font that looks handwritten, I would definitely be all ears for the next update
- The moving backward, yup, many told me the 180 deg was a completely weird choice, actually, the move exists but you have to press the strafe modifier for it. I'll swap the two commands next update. For invidual keys, I guess I'll choose the left and right keys since Q and E are already used by the next/prev item command which is too vital to be binded elsewhere.
- I didn't thought about using the mouse to click on item and take them, I was first thinking about some "default action" key of some sort. I'll give a think or two about it.
- About the rest, It's more a question of lack of time. For the footsteps for example, joke on you, the feature exists but I had no time left to fetch footsteps sounds and activate it haha (And I regret to not have finished this...)
Anyway, even if I do know the source of all these issues, that won't change the fact they do exist and thanks to you, I'll perfectly what to do first before extending the content
Thank you very much for these detailed notes and good luck with your entry as well! ;)
We use Google Fonts for our game fonts. They're free to use (as we understand it) and you can reuse them on your itch.io game page and for your devlogs. We used New Tegomin for our typewritten notes in-game for example:
https://fonts.google.com/
https://fonts.google.com/specimen/New+Tegomin?query=teg
Ah! Thank you very much for these links!
This might be very useful for the update! :D
The dungeons are some of the more varied ones I've seen in the Jam. Lot's of different enviromental elements.
The story is set up well; I really like all the cutscene art, and the theme of Nature vs. Industrialism.
The combat's a little tricky since you really have to rely on looking around so you aren't bum-rushed by a bunch of enemies. I ended up putting a lot of points into HP on my winning run.
All in all, great entry!
Thanks!
I'm pleased you liked my interpretation of the duality, level and the story (despite some mistakes... I guess I'll need to catch someone for some proofreading)
Indeed, I need to give so clearer indications about when enemies are about to strike and who are we aiming at, It's noted in the goals for the next update :)
I'm glad you managed your way with the power of constitution hehe
So a good game.
The cave was too dark for my old eyes to see very well.
I also thing that the people watching the stream didn't see much.
Aren't elves supposed to have infravision? Or darkvision?
It hits all the points of the dc criteria.
Good job.
Thank you very much!
Well, the issue with the darkness got reported rarely, and It's strange since I intentionnaly kept the ambience bright enough to not face such vision problem... I'm starting to wonder if it's not a bug or something else related to monitor/OS settings. This deserves some investigation, that's for sure!
I'm glad you enjoyed the experience overall and will fix this up after the jam
Thanks again for the review!
The stats system has so much depth that I can't read everything. My simpleton brain goes stab stab kill. Had fun going for a shank and my K/D goes up.
Also, who needs healing potions when spam changing items also heal over time?
No I totally did not abuse using consumables with no unit left, that's not true. And on a more serious note I beat the game a second time and I actually didn't this time.
The atmosphere of the game is cool, even in such a short game you did kind of nail the theme you wanted to. The music is catchy too. I love traditional turn-based combat + resource management so obviously I enjoyed the game.
It's nice you used the consumables since it's definitely their purpose, hehe
I'm pleased you liked the experience enough to give it a second run with a different approach and enjoyed ambience, I'll keep working on this project after the jam, that's for sure
Thank you very much for your review!
I love the highly stylized art / UI. Absolutely gorgeous game!
I loved the customization in this game, perhaps I’ll give it another play through later with a different build.
Absolutely enjoyed it. Great job on this entry!
Thank you very much, Captain!
I'm glad you enjoyed my game and desire to give it another try.
I'll also work on extending the game after the jam, because I should confess I'm pretty sad I could not make it a full RPG like originaly planned
Thank you again!
I too spent all my points in strength, even reducing intelligence to 0 😅 That level of customization is awesome for a jam game, and the UI is really pretty. Nice work!
Hehe, who needs intelligence when you have the muscle?
Thank you very much, I'm glad you enjoyed my game and the UI !
I will definitely continue working on the game after the jam
This was quite enjoyable! Got to the end, killed the engineer, saved the lands. Just went for a high strength build that made me oneshot everyone with the dagger, haha. Aesthetic was super nice, cool mechanics, pretty involved for a one week jam! Good job!
I'm glad you enjoyed this little experience!
That was brave to try is with full strength as you stay vulnerable, haha
The most broken setup I've been reported was with all points in Constitution : you have tons of HP and a better self-healing so you become a real tank, almost unkillable... There are definitely balance to do in the future
Thank you very much!
This played very nice, almost got to the end but got killed by the boss. I particularly like the landscape graphics: highly stylized whilst also making it feel like a real place.
Ran fine in Wine on Linux, except that the audio sounded very 'clipped' (https://en.wikipedia.org/wiki/Clipping_(audio)). No one else has mentioned this, so it is probably Wine's fault, and I won't down-rate for it.
My only criticism is that I felt disparity between the character creation style (very detailed and TTRPG like) and the combat style (real time with no visible game mechanics except health score and ammunition). It would be good to have some way of understanding how one's character stat choices affect events as they happen in real time.
Great game nonetheless!
Glad it worked fine on Linux !
For the mechanics, yeah, you put the finger on the real problem and I myself totaly agree with it, I got caught by time and I had to turn the game into something I didn't originaly planned hehe - it will drastically change after the jam
For the stats, you have some question marks buttons you can click on to give some explaination. Though perhaps you mean those were not very clear? So in this case, it's definitely up to evolution through future updates :)
Thank you very much for the review!
Oh sorry, I missed those question mark buttons, my fault!