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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
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
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.
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!
This was a very fun game to play! I enjoyed the puzzles and lighting. I do agree that the movement/arrow speed should be faster since the map is pretty big. Also, I got stuck after defeating the boss. I left then came back into the room to get the chest but was locked in again. Overall, great work and I loved the art!
Thanks for the review. Actually, that’s how I designed the boss room, and it’s bugged. If you defeat the boss without entering the room first, you will be locked. I didn’t fix it in time. Though, you missed the actual boss fight in the final level because of this.
Good gameplay and art, I quite liked the crossbow mechanics. My main advice would be to make everything more fast paced, faster movement make the arrow move faster, the game is also too forgiving healthwise.
I was planning to make a lot more levels but couldn’t make it on time. You are right, the movement could have been a bit faster. I was not able to fix the health system that resets the health on each level, which makes it too easy, actually. I decided to keep it on the final release.
Thanks very much
The gameplay is nice. It has minimal art, chill music, and lighting. I enjoyed playing this; great work!
Thankyou for playing.