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RE:End's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice | #116 | 1.828 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked the game and I had fun with the retro style hidden paths and I didn't really have a problem with the mixed graphics, but for me lots of the weapons either didn't work or were weaker than the rusty sword. So the Black Talon, Executioner, Prism Staff and Chaos Trigger didn't give me any attack skills and the light spear, and iron serpent were both weaker in attack than the rusty sword.
So I finished the game with the rusty sword, patchwork coat and the great root ring.
Other than that I enjoyed the story and the mood, as well as both endings. Well done.
I tried this out but it really wasn't for me.
Overall it feels like an internal pre-alpha prototype, the presentation really kills it.
It would have been one thing if it was tiring to be a cute low-res, extra-simple pixel style, but the mishmash with other resource types nulls that. The lack of sound effects on the field map is also really noticeable.
The dark souls mechanics don't harm it, and from what another comments says the gamplay has some tactics, but I just could not find a reason to continue when the game did not grab me, the presentation really put me off.
Thanks for playing!
I did intend for the entire game to have minimalist pixel graphics, with some eerie sketch-style battlers, but I ran out of time before I could really get into working on the presentation.
Gives a very dark souls feel! Took me a little while to notice that different weapons give different skill sets. Combat has a strategic interrupt system which is engaging.
I progress past the golden level, then tried to try out the chaos trigger weapon - which gives me no skills to use and crashes the game when entering the equip menu or the bonfire.
Thanks for playing!
Sorry about that bug! I'm guessing I overlooked something while reordering weapon skills...
This entry was largely a test for the pseudo-stamina and interrupt system. I'll continue to try to improve on it!