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A jam submission

Archaic OdysseyView game page

Old School RPG made in Gamemaker, Game is complete
Submitted by Bullethead — 6 days, 10 hours before the deadline
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Archaic Odyssey's itch.io page

Results

CriteriaRankScore*Raw Score
UI#133.0003.000
Art#133.4293.429
Sound/Music#153.4293.429
Overall Fun#163.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I enjoyed the demo. Lots of fun quests and places to explore. I liked that many of the monsters were owls, since they are not your average RPG monster. I guess the ultimate goal of the game will be to find and eradicate the source of the monsters? 

Had a harder time staying alive at the beginning because I did not realize the person in the closed off area was a shop I could buy herbs and improved gear from.  Adding a shop sign and maybe signs for the heal/save locations could help. Finally, -ca-ching!- sound effect for the store after purchases would make them more satisfying.

Hello! I was one of the streamers who took part in Feedback Quest, and I'm here to leave some comments I had while playing.

... bro. Can I call you bro? Listen up. I love RPGs. They were my bread and butter in my teenage years. When I realized there was a turn based RPG in this jam, I was excited. Your game did NOT disappoint me. That said, there is absolutely a lot of things that can be done to improve this game and give it more polish for when you get more of it built.

To start, at this time you list Health and Max Health as separate entities. You also do this for Magic and Max Magic. However, it would be far easier to put these on the same line and simply add a slash to make them look like this:

Health: 15/20
Magic: 5/8

Where the value on the left is your current health or magic, while the value on the right is your max. This is how turn based RPGs do it, and it would reduce the amount of stuff you need to display while giving the same information.

Currently, you have it set up that the button to open the menu is the same button to confirm choices. However, this can result in someone accidentally opening the menu after coming out of a fight if they're just spamming attacks to get through the fight quickly. I would recommend making the keybind for the menu be its own key.

Equipping items is awkward. The system you use is to do it through the Items category in the menu. What I would recommend is to do it through the Equipment category; you choose Equipment, you choose the slot you want to change, and then you're giving a menu of only items that can be equipped in that slot. You then confirm your choice and will automatically go back to the Equipment category where you can choose another slot to change or exit.

While I know you still are working on this, I would like to suggest adding a bob to the boat while in motion. When I was using the boat but couldn't see land, there were times I couldn't tell if I was even moving because the water effect you put up shrouded the pixels. A bobbing animation on the boat only when moving would correct this.

Finally, there is no flair to fights. As such, they're not visually interesting. Since the style of your game is virtually the same as the original Dragon Quest/Dragon Warrior game, I would say to look at that for ideas (some things they do is they write text out line by line instead of just dropping all of it, they shake the screen during attacks, they add backgrounds behind enemies).

I want to see more. GIB ME MORE OR I WILL FIND YOU.

I love old games :) I managed to make it to the end of the demo, fun quick combat that is mashable, was easy to learn and pick up, didn't take long to grind. The gameplay loop is fun, the graphics are nice. Some assets don't entirely match up but I really like the monster sprites. I think a different button for the menu would also be handy as I'd keep opening it after every fight due to it being the accept key. Otherwise, really fun game with all the difficulty spikes I would expect for a game this nature, but not frustratingly so. Well done and keep it up :)

Submitted (1 edit)
  •  A very nice retro RPG! Haven't played much, only got to the boat part, but it looks quite interesting so far, and everything seems to be in place - except for the proper intro, that is. I was honestly not expecting that much content to be there with such a placeholder for the intro :) A pleasant surprise for sure
  • When you select an action, sometimes enemy gets to act before you. It means, sometimes when you are low on HP what you select is actually meaningless - you can't do a "last shot" or heal, you just die whatever you choose. EDIT: figured it out, it depends on the Speed parameter. Still, feels a bit weird at times when you select an action and don't get to perform it.
  • Skeleton enemy is a big power spike compared to others in the very beginning - it stops to matter pretty fast, though, so no big deal. You might say their purpose is to show you what happens when you fall in battle, and that it is actually not that scary.
  • First boss (Lucky Devil) - he keeps dropping your attack, and after a couple turns you can only damage him with Fireball effectively. It takes MP, though, and there are no MP restoration items available at that moment. Being dropped to 1 damage per attack is not fun, but I like how this boss requires you to use different tactics - although, it feels like there's not enough tools to actually employ those tactics and counter his behavior (by restoring attack back or hitting with spells), since those things rely on MP that can't be restored. Also, I didn't use "Trikill" against him because I had no way to know much ATK I'll get from it after being debuffed.
  • Buff and debuff spells/items mention percentage, but it's not very obvious how useful the result will be. We don't see our stats or stats of our enemy in combat - only "status". I would say showing actual stats as they are at the moment would be more useful, at least for the player

Good job, and good luck expanding on it!

Developer

Thanks a lot for the comments! I'm glad you liked it. I'm thinking about adding a spell that can only be used in battle and doesn't cost anything but you gain 2-3 MP or possibly just a small percentage of your max mp. The buff moves are calculated from your base stats without any modifiers in battle or equipment upgrades. If your at-5 attack from an enemy and you use trikill with 10 base attack you'd gain 3 so you'd be at -2.

Submitted

Boy do I miss this kind of RPG! I'm getting some strong Dragon Quest 1 vibes, which I adore. It's simple and effective, very well executed, the graphics are great and very cohesive. Some music is from Dragon Quest I think, the town music doesn't quite fit with the rest, but that's all I have to say about the presentation.

I've played up to the point where you get the boat, I intend to complete the demo later.

The enemy strength curve is great, to me it's the hardest thing to get right when you program an RPG. I think you've got it right. That said, while spells that inflict a fixed number of damage are really useful for a little while, they get pretty much useless for the rest of the game. I think your fireball spell should have varying damage, or at least it could be automatically upgraded at some point when you level up so it doesn't take space uselessly in your spells lists.

When you equip an item on an empty slot, I wouldn't display "you have placed nothing in bag" but in a way that message feels retro :)

Being able to autobattle would be nice to speed up grinding and exploration, it wouldn't be out of place as thew old Phantasy Star games allowed that if I remember correctly.

I can't say miss the good old "inventory full, sorry!" when you pick up an item, but that's part of the fun I guess :D It's nice you implemented that too.

Finally when you buy or sell, instead of closing the menu, it would be nice for it to remain open. For instance if you buy an herb, that would take you back to Buy/Sell.

Great work, keep going!


PS: If you could make a build for Linux and Mac, that'd be cool!

Developer

I'm glad you liked it and understood what do! It was created to be like Dragon Quest and most of the music is also from there. I plan on eventually switching out the music though. Thanks for the advice!