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Raia Nova's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art / Graphics | #47 | 3.213 | 4.250 |
Sound/Music | #54 | 2.646 | 3.500 |
Overall Fun | #59 | 2.268 | 3.000 |
Controls / UI | #61 | 2.268 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I am going through all submissions to make all developers aware of an important Google form I've made.
I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!
You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA
Gave your game a try today:
THE GOOD:
1. Artwork looked great. Love the colorful environment, character models and monsters.
2. Level design and layout was easy to understand, and the mapping was simple to read. I liked this. I never felt lost.
3. Combat has potential. I think it'll get better once you learn new abilities or gain additional weapons... maybe?
4. Heal ability from the start is nice. You definitely need it. Some of those enemies hit hard.
5. Music is good and fitting for the theme of the game.
FEEDBACK:
1. There are some mapping issues where I tried to climb up a hill, and you get stuck. I could only keep climbing if I jumped. Also... there were a couple of spots my character bled through the ground, and I couldn't move. Jumping got me out, though.
2. Tutorial didn't feel like a tutorial. It was just reading. Maybe add in some content throughout the tutorial that lets me test out or play everything you're teaching me. Or break up the tutorial throughout the game. That's a lot of reading at the start, and most players don't want to read that much at once. Teach us slowly as we play.
3. Combat needs a bit of work. Maybe a charge attack, or more abilities, a block... right now, you're just mashing the attack button and healing, plus the one little cyclone ability.
4. My clothing disappeared. I'm guessing that's a durability issue, but I don't see where we equip weapons and armor. Is there a character menu that shows our character and what they're wearing?
5. Will there be an opening story? I wasn't quite sure what I was doing or why I was in that area. I meet a woman; she asks me to come talk with her... I bought something... then she wants to fight me... because she's bored? Huh?
6. I'm not a fan of doing everything with a mouse. I wish movement was WASD and then mouse attacked, etc. Do you plan to add other control options eventually?
Overall-not bad. Keep up the great work and looking forward to seeing more as you continue to develop this game.
Thanks a lot for checking it out, and your comments.
On the "Tutorial", do you think it would have solved the problem if it just wasn't called a tutorial? Those areas are just intended to be miscellaneous tips, the tutorial was the beginning where it ensures you know how buy, equip, and use a skill. Other than that I don't think there's anything mandatory to know.
Combat - Intended to be like path of exile except each item is effectively a skill gem. So you may find it quickly goes from not many things to use to too many. Which brings us to the WSAD keys. You're gonna be aiming with the mouse anyway so might as well free up those keys. Gamepad works though and is as good as WSAD plus 360 rotation.
My clothing - The clothing break is a status effect that can be cured with the power up boxes that are scattered around. It's not related to gear directly. I guess something needs to be done about it though if it's unclear.
Opening story - Do you think it would have been better just without any dialog then? There is another opening scene planned to introduce things more but it's intended to be quick to get to the gameplay.
Is there a video? It's fine if not, just thought I would check where you were stuck and such.
I actually don't stream, so no video, though I have thought about doing that eventually.
So, the thing about the "tutorial" with all that reading is that it's at the beginning, and there's so much of it. Most players determine if they're going to like a game their first 30 minutes, so it may be best if you just scatter those tutorial blocks throughout the first level, maybe? Instead of having them all in one spot. It might feel a bit overwhelming for newer players. I could be wrong, but even I got to the point I was done reading and was just like... "I'll figure it out." LOL I wanted to see what combat was like.
I don't think combat is bad. I did enjoy it and am interested to see where it goes and how it evolves. I did take a break after that first encounter with the merchant, but I do plan on playing again. I want to beat her. She bested me. How dare her LOL
As for the story... in my opinion... I guess that depends on the direction of your game. Do you plan to have a lot of story/dialogue? If so... maybe add a bit more in the opening to tell why we're there, what's going on in that land, etc. If story isn't super important... then it should be OK with how it is. I was just curious cause typically games like this have an opening story and explain what I'm doing, why I'm where I am, my overall objective, etc. Am I looking for someone? There to save the land? A traveling mercenary? I was just curious on my character's backstory, I guess.
Of course... my feedback doesn't mean it's bad. I did enjoy the game. Love the cartoonish characters and colorful maps. I'm interested in where this game goes!
I understand, good to get your feedback. I do have plans for story stuff and I'll be doing something about the tutorial.
The start of the game was nice, and I liked having two options of women characters. In the beginning, I had a lot of trouble navigating the UI and equipping my inventory and skills. It took a lot of random clicking and button pressing on my gamepad for the game to register that I had put on the stuff in my inventory and put skills on my toolbar.
The tutorial was a little odd, it seemed like most of it was going up to the lampposts and interacting with them to read, which I missed the first time I walked down the corridor on the left (Tutorial 1?).
The keyboard/mouse controls seemed odd, and it was better on the gamepad. I switched the gamepad settings to xbox, and it seems that the button icon for jump and another skill was swapped.
Fighting itself was nice (I used the lady with the big sword), and I enjoyed her little quips as I walked. However, she seems to be talking a bit too much even when nothing is happening.
The first boss was odd, I couldn't figure out why the lady was attacking me now (because she was bored?). The fight itself was good till the later parts, when she suddenly lost her clothes (?!!!!!) and said something like "where the f- are my clothes?" which was super odd. Then she did some crazy skill and killed me. I revived and killed her, but the her skills at the end seemed too powerful.
At the hub, it was nice to see the different stages. I went to the second stage and it was very similar to the first, except when I got to a narrow corridor and got killed by the big chunky monster thing that charges. Having a way to dodge would be good. Maybe jump does that? It wasn't clear..
After I died, there was an option to revive, but the buttons showing up were for the PS gamepad, and I was using an xbox (I had set the xbox setting previously), and I ended up pressing the wrong button to restart the mission I think. I didn't want to re-do the whole thing again (I think I was close to the boss), so I stopped playing.
Overall, it was fun, and I think with some tweaks this could be great!
Alright, thanks for the feedback. Defiantly will think about and look into those things.
Hello from tonight's stream!
It took a bit of figuring out to get installed, but I did it! Seems it was easier than we all thought.
This game was pretty fun, good hack and slash. My biggest gripes were the lack of an attack on the left click mouse button, a large variety of skills that didn't seem to have any cohesion as to where they went, and some enemies feeling vastly unfair and able to melt your face quickly.
I'd say the right click mouse button attack should also be on the left, but the difference being that you'll run up to the enemy before doing an attack. Skills like dodging might do better being on something like the space bar, something vastly different from the other skills. I also noticed any offensive skill can't be queued up if in the middle of an attack. This can be frustrating, especially if you're trying to pop your ultimate.
In regards to the enemies, some enemies I found came just outside of my attack range but the animation looked like it should hit them. Also, the tree boss drops way too much puddles and they drain very fast. It becomes so difficult to actually attack the tree because of this. Even getting one strike off leads to a lot of HP loss.
Thank you, I appreciate that you've taken the time to go into detail.
I wanted to try this but notice you don't have an active demo or link to download your game to play. We have to request access? You'd likely get more feedback if you made this game more accessible to those participating in the jam. Just an FYI.
It is instant access, I can't control the text on the button. Thanks.
Ah, OK! I see now. I've never seen that before. Usually it's just a demo or the game. I just clicked and saw I can play. Might confuse others too, but I'm going to give this a try and leave you some feedback. Game looks really good!