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GitHub repository URL
https://github.com/HarshNarayanJha/arcane-quest
Game description
Embark on an epic quest to save the world from the evil! Dark forces are hunting down four ancient orbs, and whoever controls them will have the power to dominate the world. As the chosen hero, your mission is to track down these mysterious orbs before they fall into the wrong hands.
Traverse the lands, facing monsters and collecting weapons to aid you on your journey. With every step, you'll uncover secrets, battle evil creatures, and grow stronger. But beware—dark forces lurk around every corner to stop you.
Your ultimate goal is to collect the orbs, seal the evil forces away, and make a wish that will restore peace to the world. The fate of humanity lies in your hands—are you brave enough to take on this thrilling adventure and defeat the evil that threatens all?
For those daring enough to take on the challenge, seek out the 99 hidden coins scattered throughout the game. Finding them won’t be easy, but the rewards are worth the effort. The world’s future is waiting for you to save it!
NOTICE:
The boss room has a bug I couldn't fix, sometimes the chest doesn't reappear. Make sure that you kill the boss only after entering the room (i.e. after door closes and chest disappears). If chest still bugs, restart the game.
Also, the final boss room may have some collision problems with the barrels, so better not mess with them.
Theme interpretation
This game has SECRETS, and a lot of them. From key to defeating monsters, to collecting all 99 coins. Can you find them all?
Wildcards used (optional)
Limit your colors to 4
Make time the enemy
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Comments
Thou hast really charming graphics in this game and some cool mechanics! It's very well done. I came across this game in my quest to play every game that has 'quest' in the name and luckily yours does because this was a good experience for me. I really like this art style and I would be keen to see how you could develop from here given more time. My only criticism is that firing the arrows was a bit challenging in terms of getting the direction right - the enemies themselves were not too hard or aggressive but sometimes it took me a while to actually hit them! Great entry.
Nice! I appreciate your quest to play quest named games 😂. Time was the only barrier for me in making this one, and it has quite a few bugs. I might work upon this one, let’s see what quest the future holds. The arrows were planned to be controlled via mouse (i.e. change direction while aiming in-place), but somehow it didn’t make to the final game. Enemies are dumb, I agree.
Thanks very much!
Great game, glad I got to play this one :)
Don't worry about the bugs, it's a gamejam game so its bound to be rough around the edges. What is here already is super fun and engaging, and I look forward to playing a post-jam version as well if you ever decide to!
Thou hast done a good job!
Thanks! If only I can find time to workon this in my student schedule, sure 👍! I will checkout your game too… I thank thee for playing the game!
Also, the light around the key in the fire area doesn't disappear when you take the key. I thought it might be a bug.
Such a cool game! The music really sets a nice mood. After getting the fire and water orbs, I got stuck trying to go around a group of barrels in the next room.
Thanks for playing the game! So sad you couldn’t see the ending, those barrels… They are causing collision problems. I might just update the build removing them.
Thanks for the comment!
EDIT: I have updated the game! You can check it out.
Nice game, I really liked the idea and its realisation, the character moves a bit slow compared to the size of the rooms and the combat seemed a bit easy and repetitive. Otherwise great game!
Thanks for the feedback! There is only one answer, the lack of time 😝!
The speed and a few bugs have been fixed, you can try the game once more!
Nice game! I really enjoyed the combat and art style, feels like playing a classic flash game. One small complaint is that the control scheme for keyboard feels a little clunky to use, at least for me. Other than that though it was a great experience!
Thanks! Glad you enjoyed!
Fun game that reminds me of old flash games, The music and art was good and I liked the variety of weapons to use. Although the choice of keys on the keyboards could be adjusted a bit and also the player movement was quite slow. Overall a good game.
Thanks for the comment. I will take care of the things you mentioned the next time!
The speed and a few bugs have been fixed, you can replay the game!
A charming and enjoyable experience despite the boss room bug.
It is great game just made by one person.
Thanks a lot!
This is a quite a complete adventure game with lot of well implemented mechanics. The crossbow animation is quite satisfying and I liked the different objects.
An improvement that wouldn't be too costly to implement and that would really increase the appeal of the game would be to improve the background (just a darker one could do) and find a good animated model for the character. These are two elements that are constantly on screen so improving them would have a lot of impact on the appearance of the game.
That said, for a game made by just one person in only a month, it's great, you can be proud of yourself!
Thanks very much. I appreciate the comment. I will take care of the pointers you gave the next time! All the best!
I ran into that bug you mentioned and got locked in the room the first time I played.
I played it again but with a controller this time and noticed you can't progress dialogue with just the controller (pressed all the buttons), made it to the boss room, defeated the boss and the chest spawned this time and I got the bomb ability but all the coins that I hadn't collected disappeared in there and then the door closed and locked me in there. Tried to bomb my way out but couldn't so I guess it bugged.
So I started it for a third time with all this in mind and managed to get all the coins and the bomb ability, and move to the next level, was in the middle of defeating the boss there and got stuck between barrels and the wall, tried to use a bomb to get unstuck but died instantly.
Started it for the fourth time, coins and collected orbs somehow hadn't reset and I had the sword already, so getting to 99 coins was pretty easy, and since it hadn't reset my bomb ability either I could basically speedrun by not fighting the second boss and just bombing my way in to the other places, managed to finish in the end with 99 coins (since they hadn't reset)
I was a bit confused as to why when aiming the bow the aiming gets locked, and the movement speed could have been a bit faster or an option to sprint would have been good, but other than that there's a solid game here but needs more polish which is understandable since this is a game jam game (mine also needs more polish)
Huge respects to you. You played it four times, even after getting bugged that bad.
I don’t have a controller, so I can’t test. I used an external dialogue system, and guess it doesn’t have the input maps setup!
I personally never encountered the barrel bug, and that boss room bug is too bad, I have inspected, and it seems it has to do with so many signals that I raise there, maybe godot is not able to handle them, or it’s me?
The speed is the biggest drawback, I agree.
You collected 99 coins, though not the 99 I intended 😂.
Thanks a lot!
Simple and a good bit of fun. Gorgeous art! Level design felt a bit too big for it's own good, making backtracking a bit of a chore. Still had a good time tho. Good job!
Hey, thanks very much! Player could have had a little bit more speed for sure! I will keep that in mind for the next time
Really a good video game : congratulations
The theme of the game jam is respected!
Thanks a lot!
I really enjoyed this game, it made me want to explore even more! The bow animation was really cool and felt great to use! There are just a few quality-of-life improvements I’d suggest. I’m often too lazy to read text properly, so having a skip option would be a nice addition. It also felt a bit odd that you could move around but couldn’t interact while text was on screen. Displaying the enemy’s HP would be a helpful addition as well. Personally, I’d prefer if interaction was mapped to the E key and shooting to the spacebar. These are all very small things, so amazing work overall!
Thanks! Skipping dialogues is bound to Escape key, but I admit it should have been documented. I will keep these in mind the next time.
The player speed and a few bugs have been fixed, you can try the game once more!
I really like the game and the visual style of the map. The HUD is very tiny on my screen, but ok. The movement speed is a bit slow, but I nevertheless finished the game. Well done.
Thanks for taking time to play the game
Did you manage to find all 99 coins though?
no. only 98 :-(
I really liked the visual style and the level designs, and the shoot mechanic was nice. I disliked (a lot) that the text is modal - i.e. it blocks gameplay - but pretends to be non-modal. So - very often - you walk up to something, interact with it, nothing happens, so you walk away. And then ten seconds LATER the dialog finishes playing and now the item is 'magically' usable -- but there's no reason to go back to the ittem because as a player you already 'known' it doesn't do anything.
This is a problem even without the slow walking speed (Which makes it worse every time you have to walk back to something that was invisibly disabled by the dialog).
If you're going to have gameplay-disabling dialog, it should really cover the center of the screen and stop the player from doing other things :)
(I only stopped playing because of the slow walking speed -- take one wrong turn, and it punshies you badly. I was shooting at an enemy forever and nothing happened. No indication if I was damaging it or not - I suspected I needed a different waepon, but the thought of walking slowly all the way around the level in case I found another weapon -- or to re-interact with every object - was too much)
Thanks for the honest review. I missed a lot of important and basic details like better dialogues(handling), hitbox effects etc.. Noted for the next game.
I actually can’t think of any situation like this. Few chests and some areas have a dialogue trigger before them, and they trigger immediately. It blocks all inputs other then movement. Do you mean something else?
very first room I failed. Because none of the switches work. Unless you sit there and do nothing and wait for all the dialogue. Only then do the switches start working - but there is zero visual indication that the switches were broken before, and are now fixed.
I got it, that’s actually the “first room entry” dialogue playing, nothing is broken but the controls are blocked until the dialogue. You can advance the dialogue using “Space” or “Enter”, and skip it entirely using “Escape” keys.
I think dialogue controls must be told clearly, but I thought they might be obvious
happens in all the levels, all the rooms, every time there's dialog
Interesting game. Gameplay is engaging, but as already mentioned in the comments, I think the movement should be faster or the levels smaller. The way it is now there are big chunks of gameplay where nothing really happens. Also the aiming with the bow was very hard on keyboard. Sadly I didn't finish the game, because i got stuck in the room where I was supposed to get the bomb. When defeating the enemy here everything in the room disappeared and I couldn't get out.
Nevertheless I like the idea behind this game. Great job!
Great! I will keep the suggestions in mind, speed is the biggest drawback for the game. Guess I forgot to crank up the speed. Bow was hard? I designed it to be easy, yes you can’t change direction while aiming, only move sideways, but that’s the trick.
The boss room has a bug I couldn’t fix, sometimes the chest doesn’t reappear, but the coins are design to go away. Make sure that you kill the boss only after entering the room.
Thanks!
I figured the bow out, but the fact that you had have the correct direction before pressing the O button made it hard for me, but maybe it's just a skill issue :D And it definitely isn't a big issue, the game still plays well.
I like it. The hand-drawn paper art style is great. The audio is chill. Navigation, exploration, and environmental traps are good! The weapons and how you get them as you progress are nice.
One suggestion: add some signal for the bomb ticking or a visual notice for the player. I got killed because, when I first placed the bomb, I didn’t know if I needed to interact with it to start defusing.
Thanks! The art is download from kenney.nl, not made by me, actually. Yeah, the bomb one, missed that and a lot of other things, but still decided to submit anyway.
Thanks for the comment. I might work on the game after the jam, if time allows to do so 😂
Really fun chill game. The art style reminds of playing through a DnD map and the controls and sense of exploration reminded me of a Zelda style game. I also admire anyone who sets up controller controls. Overall the best advice I ever heard when making a game is make everything twice as fast and see how it plays. This game would have been better if a bit faster. The music is nice and chill. The sound effects were lovely but. I would have liked a little meatier hit sounds/trap sounds. Clever use of enemies but they would have been fun with a little more movement. I enjoyed your sense of puzzle design and I think you've got some real skill there, the light puzzles, bomb puzzles and sequence puzzles were all a lot of fun. I was frustrated that I somehow missed two coins (I think it might have been some weird sense of spawning in the water boss room). Overall though, I really dug this game, it has a strong vibe.
One of the few people who actually finished the game. Glad you liked the puzzles
My main inspiration was classic zelda, so that is to be expected. I spent the 80% of time in designing and developing things/mechanics, and was not able to implement more puzzles/enemies. Got a lesson there! And about the coin, that’s a secret. I suggest you to explore the first room (THE first room, with only two switches, more specifically the switch that does nothing)
"Overall the best advice I ever heard when making a game is make everything twice as fast and see how it plays" <-- good advice, would like to see that tip shared at the start of each game jam :)
I really appreciated the hand drawn graph-paper aesthetic. Nice little game!
I really appreciated the hand drawn graph-paper aesthetic. Nice little game!
It is an asset pack by kenney.nl.
Thanks very much!