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The Old Ultraviolet's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Simply how much you liked the game :D | #4 | 3.500 | 3.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
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- I can see you put some time into this game, the camera effects and customization is very nice! :D That was quite the groovy hip jive dungeon you built, great job on your entry to the QADG Jame v1!
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Comments
I liked the dialogue and the music was perfect. The font was a bit too hard to read though.
Some small bugs: In teh into cutscene, the top of the heads of the sprites on the sofa are cut off, three desks on top of each other in someone's crib, the Skills names are cut off in the Battle log.
Thank you! \o/
Unless I find an easier-to-read 70s font I dig within the next couple of days, I suspect the current font will be stayin' alive for at least the first post-jam upgrade. I agree it's not ideal in terms of readability, so I'll for sure either be changing it or adding the option to switch to another font in the future! The top left sofa in the opening cutscene has been replaced with a for-that-cutscene-only graphic of those characters sitting on the couch (closer to one another, and with both heads intact!). And the skill name cut-off, which was driving me nuts all month, has finally been taken care off, too. :) The table stack was intentional but inarguably stupid--in general, interiors now have a bit more going on, both visually and in terms of stuff to interact with.
Greatly appreciate ya givin' it a whirl and leaving some feedback!
I dig the style of this game, though it does get in the way of functionality. The writing is pretty funny too, though I'll admit I'm not knowledgeable enough about the time to really appreciate the references. Of course, the music was a treat!
I did want to play longer, but I ran into a technical issue, and without being able to save, that was a lot of time lost. I enjoyed the dungeon crawler structure and the voucher system. But it was definitely the writing that kept my focus. I think there's a really interesting dichotomy here between those that chase trends, and those who can't accept change.
Wow, thank you so much. Appreciate you giving it a whirl, and I'm really happy you found stuff here that you liked. Because of the "first draft"iness of the script and dialogue, I was wondered if people might get the impression I was either peddling genuine disdain for disco or that I had a bone to pick with all things alt-culture -- both of which couldn't be further from the truth! -- so it's reassuring that you felt both the old and new Ultraviolet patrons' POVs were represented. I hope to flesh out the characters more in the future.
Real sorry about the botched save system and the bug! Can you remember what the technical issue was/where in the game it happened? I have patch notes about a mile long at the ready, but I've yet to find an actual game-breaker other than the soul-crushing "fadeout, but no fade-in" deal. One of the rarer animations--seemingly no matter which set of graphics I chose for it, so I must've tied it into a plugin's settings or something--resulted in a weird error I've never seen before, but I was thinking me tinkering with animations post-jam was the issue there, and that it wasn't in the deployed version. If everything messed up in the middle of a late-game battle, I doubly apologize!
No problem! I'm looking forward to how you might build upon this draft. The bug that ended my run was indeed the fadeout, but I was also worried that losing a battle would undo everything as well.
hi. I played your game and can show my experience on a video. It was fun. The only issue I had was that it was difficult to read dialogues sometimes( I guess because the font is unusual to me.) Also, the save button did not work for some reason. It just made a sound and did not save anything. Anyway, I had fun, and love the concept.
Hey! I love the energy of your project! I found myself definitely getting attached to the main characters--it was interesting to see how different people had different opinions about what was happening at the Ultraviolet! I had to give up after awhile because I couldn't find the drummer! I'm pretty sure I know where he is, but on first playthrough I talked to him because he was right by the chicken, and then I talked to the chicken and got locked out!
This is an awesome project, and I'm definitely gonna follow up with your post-jam updates!
Hey! Thanks a bunch!
Did the game freeze when talking to the chicken or the guy, Octavia's brother (a rare, optional event!), standing close to it? I tried to replicate the bug just now, but I could still waltz right back into The Old Ultraviolet after talking to both him and the chicken. ö
As for the drummer, he'll (after you look at his drum kit) be inside the Ultra Blitz band house on the lower right of the east side map. I think the original party members might only specify that that's where he lives if you look at the drums before going down the other path and triggering the introduction to the teleporter. Both him and the next character are optional--and could conceivably be recruited out of order--but I definitely meant to make the drummer a painless pick-up; I'll improve the signposting on that part for sure.
Anyways, you're the first person to ever play and comment on any of my RPG Maker-ing--I'm sorry for sending you on a wild drummer chase, but I really appreciate you givin' my game a whirl + the kind words. Can't wait for post-jam season to kick in so I can upload the oopsie-free version! :D
Thanks! I'm gonna give your super-hard mode permadeath rogue-like game another try!
!! PLEASE READ THE FIRST ITEM HERE TO AVOID SABOTAGING YOUR PLAYTHROUGH (sorry :<) !!
- "I tried going to sleep in G-Bee's room, and--"
-- That's your first mistake. A whole entire RPG party going to bed in a single-bed apartment? How's that supposed to work? (Seriously, please click "no" when asked if you want to heal up in G-Bee or Ramon's place; if you go to sleep, you currently don't wake back up! In the post-game jam update, there will be light after taking a nap.)
- "Why is there a save menu when you can't actually save in this game?"
-- This is to add a sadistic "one run to the finish"-type roguelike aspect to the proceedings. It's definitely not because I messed up how saves work in the last-minute "upgrade" of the project. The game will be thoroughly unroguelikeified in the post-game jam update. (Edit: Though it does have certain rogue-y aspects in it that will remain. No two trips to The Old Ultraviolet will be the same in terms of what treasure you pick up, and where you find it. The post-jam update will have noticeably more variety in this area, though.)
- "What exactly does the Shield Upgrade do?"
-- Placebo effect. Chi shields aren't real. They will be in the post-game jam update, though.
- "Where do I take the Mood Ring?"
-- Don't worry 'bout it 'til the post-jam update.
- "Why is that one NPC floating overhead?"
-- He's high on life. If you remain standing underneath him, you can talk to him like you would any other NPC. He'll be back down to earth in the post-game jam update.
- "Why can't I see the entire name of the attacks used in battle?"
-- Because I couldn't figure out how to lower that text in any of the plugins I used; even SRD's Hudmaker was unwilling to grab'n'drag that line of text.
- "Who's Johnny, and what's Johnny's & Johnny's Neighbors Place?"
-- It's the guy who used to live in Ramon's crib before Ramon moved there about halfway through the game jam. His nameplates will be removed from the apartment door in the post-jam update.
I keep getting a 404 error when I try to access the game page.
Eek! Sorry 'bout that. I'd turned it from a draft into a "restricted" release. Hopefully everyone can access it now.