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The Fourth Dragon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun gameplay | #10 | 3.108 | 3.714 |
Setting, story, characters, and world | #13 | 3.227 | 3.857 |
Blind-friendly and with good use of audio | #18 | 3.347 | 4.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Thank you for playing! I'm thinking of adding in the ability to enable "quick move", since the current movement was mostly added for blind accessibility and I wanted there to be a chance to check all options before moving!
Yeah I accidentally made the vampires the strongest creatures who protect the end game boss. Only way to win is either to grind where Umia/wizard/necromancer can one shot with their own fire balls, or snipe them with smites.
This is an awesome game and idea for a game engine, we definitely need more accessible RPG's. I'm sorry I wasn't able to get very far during the stream, but on my subsequent playthrough I built a full party and got into the temple where I promptly got wrecked by a vampire's AOE fireball.
Regarding suggestions, having to activate options with space instead of enter is something I have to get used to - it's messing with my muscle memory a bit. Apart from this, like I suggested during the stream changing the navigation so that you were told which directions arent blocked with sounds, with the arrow keys directly moving you and perhaps adding CTRL or Shift with arrow keys to look around the way you can now would make the game flow a bit faster. I'd also love to be able to get the status of other party members, either in battle or in the party menu IE if I press shift on a character while I'm selecting a target for healing, same goes for the enemies even if it wouldn't give me an exact health value and instead say something more vague like they are slightly injured, mortally wounded and so on.
I really hope you keep working on this engine or at the very least this game, because so far it's looking great!
Thank you so much and those are wonderful suggestions! The idea of a "Quick move" is a great one I didn't even consider, so that way if you're just running down a hall way you've been down you don't need to worry about it.
I'm going to add these to my to do list to consider, thank you for playing and glad you had fun! Yeah the vampires are a bit of a funny difficulty spike and you really need to focus them down and plan around them a bit more! The high damage single target moves are great for getting rid of those pesky things.
There is an audience for a BVI-accessible engine to create RPGs, especially one that can handle menu UI and graphics. Extremely impressive work, not just because this is a working, feature-filled, Blind-accessible RPG built in a month. Long-term, this tool could be a huge step forward, empowering players to make the games they actually want.
Thank you so much for your kind words! I have lots of plans and I hope I can keep it up!
Excellent demonstration of your custom engine and its features. The speech implementation is great. It would be nice to call out when an attack action is in disabled state when read aloud. By the way, it’s possible to grind undead mobs, which seems like unintended behavior; however, I can see how adding a feature to the engine to swap tiles like this could be a massive increase in scope and complexity.
Yeah I let that happen on purpose, there is a way to mark undead as "boss" that don't respawn, but some are guards that I just leave there. It's a jam so I figured if folks wanted to grind to beat the bosses that's fine!
Played through until I got my first additional party member - fun game and concept, but attempting to play with my eyes closed was challenging to understand how combat worked initially, and then there was some things that I just didn't know until I opened my eyes later (like how much health I had or even that I had mana at all). Navigating around the world worked well enough though and it was interesting trying to keep a mental map of where I'd been!
Oh yeah you can use tab to get additional info in combat! I probably should make it more obvious how important that is! Thanks for playing!
Also tab will give you the coordinates of where you are on the map in TTS. Again, need to make that more obvious!
Oh no actually looks like the tutorial area was messed up! I must have copied the wrong text file in before uploading. I fixed it if you feel like giving it another try! And SHIFT is what will give you HP/MANA info in battle for your active party member.
I tried to run this with on Linux wine because it sounds very interesting, but got “Could not load type of field ‘TTS.TTS:<synth>k__BackingField’”.
Not a reason to vote it down: it doesn’t advertise Linux support, I just wanted to try, because the description grabbed me :-)
Ahh sorry to hear that! I bet wine doesn't support the windows TTS I'm trying to use. I really do need to figure out how to make it work on other systems. That's good to know that it probably won't work on window emulators!
That’s likely, yes. It may not be so easy to do this cross-platform. Though since you’re already using mono, a dedicated binary could be possible. But native audio on Linux is still harder than it should be.
The hope is to convert to screen reader support, which hopefully isn't too hard for linux if I do that.