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A jam submission

Monarch's LegacyView game page

Top-down adventure game set in England during the Rebellion of 1088.
Submitted by Oliver G — 1 hour, 20 minutes before the deadline
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Monarch's Legacy's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#202.5103.000
Graphics#212.2712.714
Audio#212.3902.857
Overall#212.4902.976
Gameplay#212.1512.571
Historical Accuracy#232.7493.286
Thematic Relevance#252.8693.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Historical Accuracy
https://en.wikipedia.org/wiki/Emma_de_Guader,_Countess_of_Norfolk
https://en.wikipedia.org/wiki/William_FitzOsbern,_1st_Earl_of_Hereford
https://en.wikipedia.org/wiki/Rebellion_of_1088
https://en.wikipedia.org/wiki/Revolt_of_the_Earls

Thematic Relevance
The game takes place in England during the Rebellion of 1088. King William Rufus the II is on the throne after his father (William the Conqueror). This rebellion concerned a revolt against William II by the nobility.

The game follows the story of Emma Fitzosborne (Emma de Guader, Countess of Norfolk), daughter of William Fitzosbourne, one of William the Conqueror's closest allies during the battle of hastings.

Disclaimers
Polygon Fantasy Pack - Synty Studios Character Animations - Mixamo FREE Casual Game SFX Pack - Dustyroom Free Fantasy Adventure Music Pack - Craze Music Productions Crown coin icon - game-icons.net (By Lorc) Relic blade icon - game-icons.net (By Lorc) Round Potion icon - game-icons.net (By Caro Asercion) Sprint icon - game-icons.net (By Lorc) Thrown daggers icon - game-icons.net (By Lorc) RPG Essentials Sound Effects - FREE! - leohpaz EB Garamond Font - Google Fonts UnifrakturMaguntia Font - Google Fonts

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Comments

Submitted (1 edit)

Short prototype with top down controller, dialogues, combat,  quest systems... and a lots of work put into the environement. Did you sleep during the jam :D? Quite an impressive amount of content (and I'm not even talking about the time require to integrate all the assets!)
The dialogue are also well written and the mood and characters are belivable. 

It feels like you put a lot of thinking into the combat system, but the lack of polish make it feels a flat unfortunately. I hope you will refine it! Didn't find a good use case for the dodge, but after reading your answer below I did launch the game again to try to make some combo and effectively sometimes it feels good, before realising you have a limited number of throwing knifes ^^' - btw, the black text color showing your resources are not visible when the UI is outside the wall of the dungeons.

I can't give you much Graphics points as you didn't make any of the assets, but I recognize your great world building skill too. 

Great entry overall even if I would have like to get more story and lore through notes in the environment or dungeon for instance. You have a good base to expand on!

Developer

Thank you for all the helpful feedback!

Yeah, I definitely am going to focus on fine-tuning gameplay mechanics in future projects. I kind of just implemented the combat abilities and then moved on to the rest of the features.

I also realised, cause my expertise is programming, I made everything scalable. Not the best thing when I had time to only make one questline. xD

That's great to hear about the dialogue/story, as I find that aspect of making adventure games really enjoyable.

Thank you for playing!

Submitted (1 edit)

Haha yeah I understand the focus on scalability and reusability. I've also been fighting against my inner will to refactor half the code everyday I worked on the project xD

For the dialogue/story, did you make a custom implementation or did you use an existing library? We did use Ink and were blown away by it's potential once integrated into our framework, it might interest you!

Submitted

Looks like a lot of time went in to laying out the environment, and it looks nice!  The combat felt a bit flat, however.

Developer(+1)

I can see why you felt that about the combat. I spent too much time working on the environment/dialogue, and didn't realise how long it would take. I think the best part of the combat kit was performing the roll and dagger abilities for a combo, but definitely something I will work on in future projects. Thanks so much for playing, and the helpful feedback!

Submitted

Yeah, it's always a tough balancing act!  I tend to spend too much time on the art, myself.