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amythical's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice | #18 | 4.059 | 4.059 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:
Overall score: 8.5
Not a bad game. Difficult, which is zDS' calling card. I liked that it gave you a choice, and it really mattered what you picked. However, in the end, I feel there was only one specific path to choose to maximize your loadout for the final encounter, where the difficulty really ramped up. Still, good story, good world building, and good art. I liked it.
Thanks for the kind words!
There's actually 2 last bosses. If you sacrifice most you become rather broken. The sparing path is harder. If you do 3/3 you can choose the path and kind of mix benefits from both.
It is true that the battles in this game are tightly crafted, but I feel that is mostly due to the very limited amount of skills as well as how they exhaust themselves for a turn. I often felt I was just going through the motions of using one skill, then the other, then the first, etc. I can't say it felt very strategic.
Regarding the spare vs. sacrifice mechanic: it's neat in concept, but also each choice felt obvious to me and I was able to get through the whole game without any difficulty. I feel like these scenes could have had a bit more dramatic weight to them as well considering the framing of killing sapient creatures. I didn't help that every character felt way too robotic; I couldn't relate to them at all.
If this had more time to be fleshed out with more combat options and more engaging encounters to use them in, I think this could have been an entertaining mash-up of fantasy with office comedy, but as is I don't have any strong emotions about it.
I liked really much the game! Just a thing to say…at the beginning can you say how much how much HP we gain if we kill enemies? Unless someone try, it’s not so much clear. Thank you! Good job!
I was a tester for this game, but I feel like I should write up a small review for this:
I have played all of zDS' IGMC entries from over the years (Even made one with him lol), so I knew right off the bat I was in for a treat. I can safely say that amythical is the most polished, most balanced entry to this contest he's ever made. His experience really shows and surely helped him make this in a month.
The game wastes no time throwing you into an unsettling situation involving a god and three people he trusts greatly. All three of the characters have unique personalities and battle styles which lead to fights being very well put together. The kicker here is you have many choices to make throughout the game, which gives the game a wonderful amount of different strategies to use. Strategy and replay value. I finished the entire game three times and it felt different every time.
The pixel art is top notch and crafted with care. Each enemy stands out (The leprechaun is the best) and you almost feel bad if you choose to not spare them. But that's your choice to make, so my first run I killed every single one of them. I found out that vastly changed my experience while on my second play. Going back to the pixel art, the areas stand out and give off a sense of fear hanging around every corner. I really liked the color choices which fit the feeling of the game perfectly.
The music is a high point of the game and never misses its mark. You can tell a lot of effort was put into it. The FM synth choice gives the game a classic feel that fits the mood and theme wonderfully. Walking into the city area for the first time and hearing the music pump you up really encourages you to move on in the hostile world. The same thing can be said for the battle themes. It all meshes together to enhance an already great experience.
The game never wastes your time. It is an hour of well written story, fast battles and fantastic music. It goes by quickly and makes you want more. That's why I think the choice system was a great addition that will make you actually replay to see the changes. Excellent work as always and I feel this is a top entry that everyone should give a shot.
Really enjoyed this game! I've already seen the mechanic of sparing enemies before but not in this way and I really liked it, it's clever! Not only that, I actually liked how you did... well, everything, from the story to the art style! Good work! :)
Once again, another masterpiece in the making by zDS. I'm a little jealous because we both used similar mechanics, and I feel like zDS did it better. The art, as always, is very appealing. I really enjoy that you used Celtic creatures and lore and were pretty faithful in looks and lore. The characters were appealing and felt like real people as well. Keep making good stuff.
Note: I am a tester for this game.
I've loved everything zDS-related, and of course this is no exception. By his own admission, it isn't his most ambitious game, and as a result, it seems more preppy, upbeat and comic in comparison. I mean, his previous games always had a little bit of sarcastic absurdism in them, but here I just feel like it's a bit more genuinely heart-on-sleeve, less cryptic, and perhaps less feeling to me like a "touchstone moment" than his previous games. But in abandoning self-imposition, it trades for cuter graphics, a setting that is more rich with details of its past life (we're still dealing with some kind of supernatural between-world couched in reality's dregs, here!) and in so doing, it gives each character a bit of their own backstory and personality to tether to.
A lot of zDS's previous games have been the journey of one person overcoming massive odds and discovering something about themselves, but this is decidedly a trio game, where the personalities are supposed to bounce off each other and provide dynamism.
The battles are swift, tactical and have everything seemingly in its right place. The arcs of the characters come to a very satisfying end climax with each character having a unique part to play in the story, while still allowing for some moral ambiguity - the completion of which is the kind of thing zDS does on autopilot, and many other developers can only dream of.
With cute maps, battlers, a tight battle system and a story that feels well-fleshed out, this is another complete-feeling zDS entry that just continues to prove he pretty much can't be stopped. It's difficult to imagine at this point that he could make a game that fails to impress me. It really is.
I love amythical, and I love zDS. It's bias, it's physics... it's just how the world is for me right now. He makes fantastic games that thrill me, and he will keep doing so. Thank you, zDS.
Very challenging, fantastic styling and the music really set the mood of this game! I loved the mechanics and how they impacted my playthrough, but I don't think I was strong enough to be successful with the final boss! I'd like to run through the game again and pick a more forward direction with my choices instead of mixing them up!
Really cool concept and I loved the art / music in this -- very well-put-together and complete feeling for having been done in just a month. Excellent work! :)
Looks like you drew your own art for the project which is a nice touch.
GL in the jam! :)
LET'S GO!!!!