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Glory's Fools's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #29 | 3.703 | 4.000 |
Controls / UI | #31 | 3.858 | 4.167 |
Art / Graphics | #46 | 3.240 | 3.500 |
Overall Fun | #46 | 3.086 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Retro-style RPGs like this are my jam!
Overall Fun: My favorite thing about this game is being a braggadocious, glory-seeking hero. :D Plus, the mythical ancient Greek setting is fun, and so is the dialogue. Unfortunately, I'm finding it difficult to progress through this game due to balance issues and level design bugs. (My current status: doing a second go-around for the sake of level grinding, but now stuck because it seems the button that opened the route deeper, also closed off part of the loop.) If those issues were fixed, Overall Fun could easily be a 5 out of 5. But as it is, I didn't get the chance to experience much of the game. It's a shame, because it seems to have much to offer.
Art/Graphics: I love the retro look, and the enemy art and character portraits are great! I agree with others' comments that making the bright grass green less saturated (maybe aim for a light spring green instead of the current neon green) would be an improvement. Redrawing the hero so they don't look quite so flat from the side would be good, too.
Controls/UI: The UI basically does what it needs to. My biggest ask would be for a quicksave: not for save scumming purposes, but so that I can save my progress and exit the game mid-dungeon when I have to go do something out-of-game.
The item descriptions are informative and often funny. They could benefit from giving more details on some things: how much magic or life an item heals (even if it's vague like "a little" or "a lot"), seeing a more complete breakdown of which stats a weapon or armor increases before buying, etc.
Sound/Music: Fits well with the aesthetic, and some of the tunes are quite catchy! My favorite music so far is Thebes, and the slime dungeon. My one complaint is that the music and sounds aren't all matched for volume. For instance, Thebes' music is quieter than most other sounds and music, and some spells and buffs are too loud. I had to adjust my volume between areas so that I could hear the town music, and not have my ears ringing from some in-battle sounds.
Overall, this has the makings of an excellent game, and just needs some rough spots smoothed out. I'm glad I got a chance to play, and hope to play again next version. :)
Thank you so much for the support
Been wanting to try your game and just now got around to it. Another fellow RPG Maker :-) Love to see a game doing so well using this engine. This was designed very well! Congrats! Here's my feedback:
OVERALL FUN:
1. I enjoyed your game. I'm a huge fan of Greek mythology, and the 8-bit look, retro music, and theme took me back to the NES game Battle of Olympus. Though that was a 2D platformer... your game still reminded me of it. Which is a good thing. :-)
2. I really enjoyed your game. Combat was fun, exploring great, and the story was interesting.
ART/GRAPHICS:
1. This isn't your fault. The older RPG Maker engines were horrible with this, but I don't think many players will take steps to install the recommended font. I mean... I started the game and was like... nah, I want to play. I'll use the default font. I wish earlier RPG Maker engines didn't make us do this.
2. I love, love, love the artwork! The sprites are nice, tileset is great, monster artwork fantastic, and I love the green aesthetic of the game. Everything looks excellent and meshes well together.
CONTROLS/UI:
1. Easy to understand controls, but players new to these games might need help. Especially since non-RPG Maker players won't realize arrow keys move, space interacts, etc. I get the same feedback... people want WASD movements, etc. So maybe just a quick controls pop-up for them at the beginning?
2. I'm not too fond of front-view combat... but it works in your game, and you had some nice animations; monsters look good, and the easy-to-read damage that floated up was a nice addition. Bravo for making me enjoy forward-facing combat LOL
3. Fantastic window skin, menu screen and the bestiary looks great!
SOUND/MUSIC:
1. Great 8-bit-sounding music. Combat music is really nice.
A FEW GRIPES:
1. Sneak shot says it costs life but doesn't say how much. Then there's a 0 next to the skill, which makes me believe it costs 0 life, but then I lose 2 when I use it. Knowing the engine... it's showing it costs 0 MP... so maybe put in the skill description that it costs 2 life? This is slightly confusing and misleading to players.
2. Also... I didn't understand the difference between Sneak Shot (costs 2 life) and dealt 2 damage and my Basic Attack, which dealt 2 damage but cost no life. I felt Sneak Shot should do more damage or apply a state to the enemy. It didn't seem worth using.
3. This is partly my fault because I forgot to save, but when I started the game... I went through Delphi, left the town, fought a few monsters, got a slime, and then you did the infamous "Another slime appears." How dare you! LOL I died, though. I was annoyed because I had to start completely over. You should consider an autosave... or a forced save at the beginning. That way, players are reminded to save once they get through that intro. If they die, they don't have to repeat that opening story, dialogue, and all those choices. Again... my fault for not manually saving, but I could see this being an annoyance for many starting players. Especially if they don't know they must manually save through the menu screen.
Thank you so much for playing.
About the text, I agree but I haven't been able to get a script working that auto install the font and the default font is not my cup of tea.
With physical techniques, the cost and damage scale. At base their pretty low but at higher levels they're essential. I always worry about making skills too strong for early enemies and such.
I'm glad you enjoyed so much of the game and I hope you play more when it's finished.
This is probably a stupid question, but what does Goo do? I've gotten a lot of it from Slimes, and it shows as if it's supposed to be usable both in and out of battle, but it doesn't do anything in either case. I was hoping if I knew what it was for, it would help me in the forest where I'm finding it; I'm struggling here.
I'll have to add a character mention to go to the Hunter's Guild in the center of Thebes. The building marked with the bow.
They take the slime and give gold and other rewards.
Oh yes! That will be helpful to know.
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
Hello from tonight's stream!
So before I start, just wanna note I had some technical issues getting this displayed for the stream. Not sure what you're using to make this, but might need to check into what's causing the problem.
So I grew up playing a lot of RPGs in this style, so at first I was down for this. However, there were some glaring problems from early on that made it not fun.
The first issue was that in the beginning, fights take a long time. When you're trying to kill a slime and only doing 1-2 damage a hit and it has something like 12+ HP, it gets tedious very fast. The starting strength needs to be higher so that players aren't slogging away too long on just beginner enemies. The grind can really weaken this game. This is made even worse when considering they give 2 EXP each and you need 30 to level up. So that's 15 enemies with each taking between 4-6 turns to beat.
The second issue was a confusing world map. Maybe I missed it, but I don't recall anyone saying to go east to get to Thebes. Took me a while to find it.
Finally, I encountered a bug in the sewers. When I was fighting a slime, two more came along. However, while I was able to kill the new slimes, the original slime suddenly had infinite HP and it was either I flee or die. After this point, I chose to give my rating on the game.
Hey there, thanks for the feedback.
I'm using rpgmaker XP which is an older engine and doesn't really have the best options in terms of scaling for different resolutions.
I'm sorry you didn't like the battles, I will be re-balancing the enemies, not sure what caused the infinite slime but I'll test around to see what happened. If you could link me to the stream so i could check the exact troop/ area it would be appreciated.
Glaring problems is a bit of an indictment, I'm sorry to hear you didn't enjoy it.
Don't get me wrong, I do see how this game can be fun. It's just where things are right now, everything feels very tedious in the beginning which can turn many players off from the game.
Here is a link to my VOD with the time included: In case this doesn't work, the time in video is 4:22:51
Thank you, found the bug and fixed it.
I really like the humor of your game. It doesn't take itself too seriously and it's refreshing.
I loved the GB aesthetics, the character and monsters design. Your music and FX were great too.
I would personally desaturate the color of the grass a little, it's very intense! I also expected to walk behind the two block trees, it could be nice to reduce the size of the collider.
Also, I know it's a GB era inspired game, but saving anytime could be cool!
When I started your game at first, my first taught was "What's up with that font??", so I laughed when your messaged popped up telling me to install the missing font :D
One last thing, it's probably good for you to know about screen ratio support. My main monitor is ultrawide (32:9), it was really stretchy. I was able to play windowed, but I couldn't resize so it was quite small. I couldn't make it fullscreen on my secondary monitors either.
Thanks for the experience. I had a good time!
Glad you like the writing. It's a big focus of mine.
Desaturation is a note I've gotten a lot. I will make sure to adjust the graphics as I can for the final release.
As to screen support, thank you for the note.
Thank you so much for playing my game.
Good fun and original setting for a RPG! I'm a big fan of retro games so this game caught my attention immediately. Quite a few original ideas and plenty of humor too. Just a few nitpicks, mainly aesthetic:
* The green color used for the grass is really flashy, I understand it's probably from a specific GB palette, but toning it down a bit could make it overall more pleasing for the eye.
* The characters look a bit flat when shown from the side/profile, including the hero. They could probably do with a couple more pixels to make them look rounder.
* Some enemies sprites look much smaller than others (mushrooms compared to slimes, for instance). Scaling them all a bit could help.
* This is clearly a personal preference, and I understand it wasn't like this in old games and would probably require a lot of redesign for some maps, but I keep bumping in the top of trees when I expect to walk behind them xD. I guess I'm just too used for them to be displayed above the character.
Anyways, really nice game so far, keep up the great work!
Thank you so much for playing. I will take these critiques to heart!
I was having fun! I'd just defeated a certain very stinky boss, and was on my way back from the north side of Thebes, when I talked to a guy who was standing on a bridge, and suggested he go west. And now my character can't move. I can't open my menu either. Please help!
Here's a picture of where I got stuck.
I haven't seen that happen before. I will post a hot fix immediately.
So, in my playtests I always came from the south. I needed to adjust the player's movement route for someone coming from the north. A new version has been posted with this bug and a few others fixed.
Thank you so much!
Yeah, I first approached that guy from the north, because I'd emerged from the great big basement area where I defeated the slime boss, then up through the dungeon, through the palace, etc.