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A jam submission

Chaos +View game page

A Dark Fantasy Dungeon Crawler with Turn Based RPG elements + Exploration and Crafting
Submitted by Toby Yasha (@TobyyYasha) — 16 days, 22 hours before the deadline
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Chaos +'s itch.io page

Results

CriteriaRankScore*Raw Score
AUDIO | Did this game have great music or sound design?#44.5004.500
Overall#303.9333.933
MOOD | Did this game have atmosphere, or did it make you feel something?#344.0004.000
VISUAL | Did this game have nice graphics, art or design?#434.1674.167
IDEA | Was this game innovative, or did it use interesting mechanics?#523.8333.833
FUN | Was this game satisfying to play or did it bring you joy?#1463.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Let people know how long this project has been going, or share a bit of its history.
The first version of the game has been released today, 15 Jan 2021.

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Comments

Submitted(+1)

This is an interesting idea for a roguelike + jrpg style fusion.  It has a cool atmosphere, and really slick ui, with good exploration and puzzles where inspecting the world really mattered.  It did take me abit to realize I wasnt intended to fight the enemies really before getting the hidden sword.  I like this style of energy based combat, and I like that examining doesnt take a turn, though I think running out of energy is really punishing ie wait to attack ratio is 2:3 (without mana spikes active).  Will there be a way to see what attack the enemy will be performing next?  I think that will be really useful for when defend only lasts 1 turn, otherwise its basically just causing both of you to lose energy.  I think its a really good foundation that I'd like to see where you take it.  There's tons of cool possibilities for abilities and puzzles.  I did have one slight bug where after sparing a prisoner and looting it, I then killed it and the message for "the monster is still breathing" popped up immediately after. It was correctly saying they were dead after reexamining. 

Developer(+1)

Good job on defeating the prisoner first things first.

It's possible to defeat the prisoner even without the hidden sword but yeah you'll be very low on mana.

I decide to change the cost of defend and how it works and also the basic attack no longer consumes mana.

Intresting idea to see what attack the enemy would perform next, i'll look into it.

I think i may have fixed that bug in the version i'm working on but i'll have to check again these days to be sure.

I'm glad you enjoyed my game in it's early stage ,i'll make sure to make it even better.

Submitted (1 edit) (+1)

That could be a nice change, especially if there are multiple battles in a row.  The first time I beat a prisoner, I didnt realize my mana was still empty and I just died lol.  

Also I posted the correct version of my game's standalone build now.

Submitted(+1)

Very nice RPG game (that received the love it needed!), however… Yeah, it left a feel of an absolute confusion of what is going on and what to do. The text is so tiny on my 1366x768 monitor that I barely could grasp the overall idea. A video of my sufferings :D - https://youtu.be/OAUcW-es9T8

Developer(+1)

A little blurry and the sound seems to be behind a bit but i enjoyed the video nonetheless.

You missed a few things,like the status section of the menu where you can equip the IronThorn weapon.

Using the defend/guard skill to prevent the high dmg from the prisoner.

I'm very surprised you actually found the secret entrace to the locked room.

I'll try to see if i can do aything about the text, but have you tried the fullscreen mode in the options menu?

Thanks for giving this weird game of mine a look.

I'll give a look to your game tommorow or later this day.

Submitted(+1)

It’s blurry because it was tiny on my screen. Like 400x400 pixels :) I think I’ve screwed the sound because I have a limit of 15 minutes on YouTube and I’ve recorded 15:40 or something, so I’ve had to speed it up a bit and maybe somehow got the audio wrong. Nah, I didn’t look into Options menu (for unknown reason - I usually always do), I was playing in a maximized window. Yeah, maybe just standard approach of “click them to death” from usual RPG Maker games (unfortunately many people think that’s enough to have a good game, glad this game is not the case :D) closed my eyes to some obvious fight features.

Submitted(+1)

Now I understand why the game was so huge in MB. its because you have worked on a lot of stuff in the game, like all the options, audio adjusting, difficulty choice, I enjoyed it all, and also it was really nice, it is incredible and inspiring. I really enjoyed the game. And I like the story, but it would be nice if you explain about the gameplay, like about to fight against the enemies, it took me sometime before I understood that I was even face to face with an enemy.

Developer(+1)

It was rushed towards the end a little bit.

As far as gameplay goes that's my bad for not explaining things since i'm so familiar with them i thought that everyone else would know how to play more or less,big mistake.

I did think of adding a tutorial book but like i said above a little bit rushed towards the end.

I'm glad that you gave it a try,enjoyed the game more or less and i promise that i will keep on improving the game while also taking feedback into account.

Thank you very much and i hope you are going to work on your game to make it much better, i've seen you were talking about a shop feature or something like that.

Submitted(+1)

I really like the lore and storytelling elements.  The menus and options are detailed and add to the overall feel and atmosphere of the game.  The exploration and and battle aspects were pretty fun too, but the enemies felt a little too strong.  As interesting as the battle system is, I found myself running from the mobs more often than engaging with them.  Overall I had a lot of fun playing it, and plan on figuring out how to beat the enemies!  I'm looking forward to more of this game in the future!

Developer(+1)

Yeah..encounters definitely feel like boss fights in the jam version and i decided that there should be a wider focus on encounters rather than focusing on 1 and already being near dead.

In my playtest i did beat 1 prisoner but would be left with low hp and mp so yeah..it feel kinda punishing to fight atm.

And the way to beat him already feels complex enough for it to be even harder to figure out..

In the upcoming version the battle system has seen some adjustments and new features.

I'll also be sure to check your game again at some point, you can even send me a message regarding that. 

Thanks for checking out my game!

Submitted(+1)

Hey Buddy! I tested your game and first of all very nice job. I must say though that it was rather hard? I could not kill a prisoner and didn't figure out fast enough what to do to improve my stats. find my video review below! But in general this can be polished and turned into something great!

37:00 Chaos Dark RPG

Developer(+1)

At first i thought of making it hard but i decided to tone it down a bit in the upcoming version.

It's a game with the idea of strategizing and understanding how your enemy behaves, you can block attacks with defend but it's wise to not use it all the time.

There's a lot of crates and barrels around from which you can find good stuff like a specific colored dust which you can combine with water vials to create potions.

I can agree that in this current available version it's a little too unforgiving but hopefully the upcoming version is going to be more enjoyable.

Thanks for checking out my game,haven't had much of an audience so far.