Impressive work for just nine days, UI and graphical style are so polished I really like it! I got stuck in the dungeon after a while in an area without an exit but I enjoyed playing - good work!
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Twins vs. Ancients's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #53 | 3.129 | 3.129 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
You will to explore an ancient underground mine with multiple levels, you have to listen to an endless tirade of your sister (voice overs), while collecting an infinite amount of XP. You will fight against cosmic horrors while you will wish the entire time that you where alone (and not berated by your sister the entire time). Endless XP collection starts inside the mine but not in Town. So does the endless tirade.
Comments
Thanks for playing and the feedback, I appreciate it.
Sorry that you got stuck, it's an unfortunate bug.
Currently I am putting together an "Classic Dungeon Crawler Kit" for Unity and the game is based on an early version of it. Among an integrated editor and controller there is also code for an item/stats/inventory system and the like. This helped cut down development time as I don't had to develop everything from scratch (and it is allowed by the rules).
Great looking game with perfect controls and movement. The perrspective is spot on too. Very nice UI. Nice illusionary wall.
The constant bickering of Jil was super annoying but I guess that's what you went for - and succeeded :D
I got trapped in an area that couldn't get out from.
It needs some more polish on the combat. The enemies sometimes instant moves from tile to tile.
I want to play more, so I hope you finish it post-jam :)
Thanks for playing and the feedback.
I am glad you liked the movement, sorry the bug is blocking you from seeing the content you are interested in. Traps, spinners and puzzles. But you should have seen at least a secret door (the blue crystal), a spinner, an open trap door (to enter the mine), an Illusion wall and some teleporters.
And yes. the combat does need more work. The mob teleporting was an unfortunate last minute problem when I changed the MobAI to use Crossfade() instead of Play(). So its now crossfading from the idle animation to the walk animation with a long fade duration and that is not a good idea :D
Movement is nice and fast, I like that. A lot of content in this game and it certainly looks like full commercial game sort of content, which is great! Reminded me of TES series a bit with all those dungeons.
I found it strangely restricting that you cannot walk on grass in the village, and you cannot really interact with characters in the village, they just deliver their lines while you can actually just walk away from them.
Really nice illusionary wall, good balance of easy to spot and hidden for a jam game.
RPG system definitely works, but as game is so short (due to a bug) it’s hard to tell if it’ll really make a difference in the end. Interesting approach of awarding XP for exploration, make you actually walk strangely and step on each tile, which can be an interesting way to make player careless and step on some traps in the future I guess? :)
Overall would like to play a version without a game breaking bug to explore more of the content, it seems really promising!
Thanks for playing and the kind comment.
Yes, the village and the non walk able tiles. You are not the first to comment on that. At first I had some fences around the path but they looked very artificial and out of place and I did not want players to get lost in the village. I'll think about that. One of the NPCs should have been an vendor but I could not implement him in time, sorry (pressing V brings up the non functional vendor interface) it should have openend when you are standing next to him.
About the illusion walls and switches. I wanted the first ones you encounter extra obvious so there is a awareness that something like this exists in the game, further occurrences are less obvious. Kind of a "Look there are illusion walls, you may want to look out for them."
You may be right about some not so obvious traps ;)
I'll will upload a fixed post jam version when the upload block is lifted (may be not on the same day tho).
Thanks for the feedback.
Nice game, it just kinda surprised me when the battle just happens without any change in music or UI, I got attacked first because of that lol. I love the movement, it feels fast but not too fast. The graphics are good too
Bad thing about the game is that Jill just keeps talking, I know this is how the game is intended to be played but I wish there's a way to make her shut up XD
This is a very nice game indeed. There's so much to like. Engaging graphics and a clean movement system, which I'm not getting on many games in this jam.
If I could change a few things:
- The UI is very small.
- I guess this was deliberate, but damn it's annoying you can't enter those buildings at the start!
- Jill keeps talking over other dialogue.
All things that can be cleaned up later though imo. This is a cracking entry for just a weeks work. Well done!
Thank you for playing and the feedback.
Yes, the UI scaling is a bit off, especially in the WebGL version. I just added a fullscreen button to ease the pain. It was on the TODO list but did not make it into the last build.
Actually I had plans for buildings that can be visited but they quickly went out of scope as other tasks seemed more important.
Jil endless talking was part of the themes and since everybody hates it, I'll remove it post jam :-)
I put some time and thoughts into the movement as it is an important part in the overall experience, thank you for noticing.
Gonna check out your entry later.
I actually like the idea of Jill's perpetual moaning! It's initally not obvious what's going on with that dialogue. I think if Jack also had dialogue. A bit of back and forth. That would be tremendous.
And yeah, stop 'em arguing when there's other dialogue!
Honestly, you put this together in a week, which is nothing short of tremendous.
Thank you! I used a very early version of my "Classic dungeon crawler kit" that also includes a level editor + stats system, movement, etc... This cut down development time quiet a lot and helped me to find the weak spots in the kit. An "eat your own dog food" style approach basically. Major take away, I need to add more validation...
Excellent entry - did you make all the assets?
Everything worked 'generally well, although It would have been nicer to have things just that bit bigger in the UI.
The one thing I intensely disliked were the voices - particularly the annoying woman. Nothing she said was worth anything, and the other voice didn't add much beyond - 'ah ai voices cool', buy they get annoying quickly.
But the annoying woman is a complete deal breaker. for me personally I didn't get much further that the mine as I had to find some was to stop her speaking. :(
But the movement and completeness was done very well.
Jil was a take on the themes "endless" in terms of her endless complaining and a twisted "solitude" in a way that you rather be alone then in her company. Looks like it succeeded in a weird way :)
I did part of the assets (wall, floor, doors, ceilings, trapdoors, etc..) and other stuff is kitbashed assets I had laying around (town, props, ...)
Making the UI bigger (especially the "+" for the skillpoints) was on the todo list but did not make it in the final build, sorry about that.
Thanks for playing and the feedback (Jil's complaining will be removed post jam).
I really didn't like the voices; I would've much preferred text dialogs over these creepy text reader voices. My main con out of the way, I really liked everything else. Good graphics, a combat system I enjoyed, bravo!
Shut up Jil! Though I see she is part of the theme... Graphics are good and the overall atmosphere works well. Combat could have done with at least some more sounds. I think I got stuck in the same place others have.
Thank you for playing and the feedback.
Jil is a peace of work, someone had the idea to incorporate a way of, at least temporarily, shut her up, I'll think about that :-)
Yeah the teleporter bug is a bit unfortunate and blocks access to more content. Next would be a room with a small trap door puzzle but I must have fat fingered the teleporter target location. That points to a 3 digit cooridinate and that is invalid, causing a null pointer exception.
Thanks!
Loved the graphics and atmosphere. UI was super nice and crisp, although it was very very hard to click to level up some stats like strength (only played the WebGL version). My favorite idea was the XP on entering tiles with a bonus for entering unexplored ones. That really has got me thinking about incorporating it in other games (maybe not feeding into direct XP, but into a sort of exploration XP).
Everyone already echoed their thoughts on Jill, which I agree with, heh. As said before, combat could use some sound and feedback.
Would love to see the game through the end though, so I'll look for an update after the jam.
Thank you for playing and your feedback.
Yes, increasing the skillpoints requires pin point accuracy. Sorry about that, it was on the list to fix before the jam ends but that was a long list :(
Endless XP was also kind of a theme thing and I wanted to make exploration rewarding in a way that it is worthwhile even to more casual players. I do think its an idea worth keeping.
Maybe, just maybe one day Jake will be on his own...
First off, great job with creating such an immersive atmosphere! The graphics and design are good. And all the Jil comments can add a nice touch to the game although they are so repetitive at the end. The combat system needs some work though, as there is not much feedback during battles. But it is also good overall
Thanks for this interesting game!
Thank you for playing it and your feedback.
Yes, there is still some work to do in the combat department. There is also a skilltree (along an item/equipment feature) embedded but I had to disable it due to the time constraint.
Jil's "endless" tirade will be removed or massivly tuned down in a post jam version. It just was a take on the themes "endless" and a twisted "solitude" (you rather be alone then in her company).
Thanks!
I really dig the clean graphics and atmosphere, they read very well. It somehow remembered me of Ultima Underworld
.
The controls and grid movement felt very tight and had a nice feedback to it if you hit something you cannot go further. I love the possibility that you can drop down a hole or climb it up again, that’s really cool.
The Xp mechanics are interesting. So you get rewarded by moving around. Why not :) I really would like to get Xp, while forced to listen to the Sisters banter tho ;)
The UI and quick controls looked and felt very nice. It had a nice touch to that you can move it!
I had really trouble to open the Dungeon Door by the chain. Somehow the bounding box did not respond very well to hover. It somehow works in the very upper part of the chain. Also the crystal within the dungeon that is suppose to open a door does not work either. :(
The fake wall looks really nice! That’s a cool mechanic. I think it could be used a lot but the party member should just hint it once so the next time you encounter one, you have to find it yourself!
The dungeon music was quite fitting the dark atmosphere. Nice and eerie!
I would say the combat was okay. It was missing some sound feedback and I did not really know what skills to use when. I liked the first monster and the boss
looked really nice, but I could fight him, as I wanted to move before him, I was ported someplace else :(
The constant banter of the girl is an interesting Idea but it gets really annoying fast. She even talk over the dialogs of the NPCs or even if you’re in combat, which is very rude of her and in case of the combat not very fitting! I think it could work if her banter is more context dependent. Like if you standing for a looked door or chest and fail to open it, then she could mock her brother for not be able to do something ;) - As I proposed you before, I would like to have a special skill to shut her up temporarily
:P
But despite my previous criticism, it was a successful and fun realization of the theme. Job well done!
I got stuck in a room and couldn't get out, so I'm not sure if this was a bug or not. I replayed a couple times just to make sure. The quippy dialogue was novel at first but I think became overbearing the longer you played.
That being said, the movement and turning was solid, the combat could use more feedback but I think has some potential. I hope this gets developed further, it's has a solid foundation.
The graphics are nice and the atmosphere is good. But I would cut the constant banter of the characters, especially as they seem very fake, because of AI voices. Rather add more feedback sounds in battle. And the game is quite challenging, but that is not a bad thing. Keep up the good work.
Bro, that sister is annoying as hell :D
I got stuck in a room with no exit and had to end my playthrough there unfortunately, but the game has potential!
Interesting incorporation of the theme. I chuckled when i saw the description. You have a mouthy sister in real life don't you! :) Anyway game looks nice. The environment and level design looks good. I like the enemy models. If you made them yourself really hats off to you!
The dungeons are too bright and there's no spooky atmosphere for cosmic horror theme. You can also work more on on the introduction of the story. Why do we go into the mines? How exactly the cosmic horror fits into the story? It would add more immersion to the game.
Combat system is not bad but your sister can only heal i think, she cannot attack enemies. And there isnt't much feedback in combat.
I think there are some bugs. I suddenly got teleported to a room where there is no exit and quit the game there.
Cool game overall but needs some fixes and improvements on some areas.
Thank you for playing it!
Unfortunatly I found a game breaking bug (I updated the game page to list the known issues).
Jil can actually do damage. Its magic damage based on her spellpower which is atm simply her INT value times two. But its not a ranged attack and it can miss. Yes proper feedback would have helped here. Here is a glimpse of some of the character attributes and how they are calculated (its pretty simple but hey its a jam).
Very nice entry. Got lost in the mine's puzzles. I liked the atmosphere.
I had the same problem as Surt R. But UI looks really cool. Good job!
I played it briefly before ending up in an area I couldn't leave, no matter what I tried.
Combat lacks feedback, and exploration is marred by tiles that look walkable but aren't. The addition of VA seemed like an interesting idea at first but it gets annoying very quickly, especially when player characters bark over NPCs.
Thank you for the feedback. I appreciate it.
Did you got stuck before or after the room with the trap door puzzle?
Guess that happens when you make late changes and don't have time for a proper play test.
The non walkable tiles you mentioned are the ones in the town level? I had fences up there first but they kind of broke the open space flair but I see your point.
Jil's never ending tirade is a twist of the themes "endless" and an inverted "Solitude" where you wish she was not there. Did not turned out to well and is probably one of the first things that get axed in a post jam version. And yes she talks over people, always have been and always will be, its part of her personality.
And yes combat can use a lot more work, I am not happy with it either.
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