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Atlas Odyssey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #49 | 3.347 | 4.000 |
Audio | #61 | 2.630 | 3.143 |
Overall | #83 | 2.510 | 3.000 |
Originality | #83 | 2.749 | 3.286 |
Fun Factor | #89 | 2.151 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video game
Was your game made solo or in a team?
Team
Did you use any third party assets, if yes what assets did you use?
Yes - https://sketchfab.com/GARNARBLES
Did you choose from one (or more) of the optional secondary themes?
No
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
Cool RPG.
Sprite work looks great. I think you might want to look into lower the file size by batching textures, lowering some a bit, etc.
Battling feels like it needs tweaking. Encounter rate is a bit high. I'm not big into reading a lot, especially when I'm trying to play many many games in a short amount of time, so I skipped over the second NPC dialogue about combat. It doesn't feel great to lose Tech/MP/Skill Points when getting hit. Especially if not going first looses you your all your points. I like that Defending gets you points but if that's the only incentive to defend, then gameplay will feel old quick because it'll just be defend / kill / defend / kill etc. Maybe additional characters would help this so there'd be multiple targets and less chance to lose Tech Points. Or let defend generate points on top of getting it from getting attacked while defending. Also, the Noms did a large amount of damage, so if there were two, I'd run because I doubted I could win. Normal random battles shouldn't be so tough.
Need to pause ATB when other turn/action is being taken. The player bar would fill and then not start the player turn until the Enemy bar filled, which begs the question of why not simply use Turned Based instead. I'd suggest adding button controls instead of having the mouse used sometimes but mostly not unless you want to allow both.
I beat the Boss but it went blank right after, not sure if there was anything after that.
Excellent visuals. Spawn rates could've been tuned down a bit. I was also confused by damage and health read-offs. I would be doing hundreds per hit only for an enemy to have ~5 points knocked off their health, yet they would end up dying in the next hit regardless of how much they had left.
Starting off weak was interesting, required me to be strategic about what enemies to pick battle with at first.
Love the visuals, I never get tired of the 2D and 3D mix. But I'm not sure what I'm meant to really do? I keep getting destroyed by enemies that take me out in 1 or 2 hits so I couldn't get too far. Also clicking on the battle menus was sort of awkward, think the button for them needs to be a bit bigger.
Nice game, the visuals are lovely but there was quite a lot of slow down in the room after the hanger. Interacting with the battle menus with the mouse felt a bit awkward at times might have been good to do it in a traditional JRPG way too. Well done though!
Really cool pokemon but mechs game! The graphics and audio were great, love the combination of 2D and 3D graphics. Got beat up a lot by Copyright Infringement a bunch though so I couldn't get too far lol
Hey! Seems like there was a game-breaking bug at the beginning TT
It's been fixed now, but do let us know if there's more
Feel like I might be missing something here. Is there anything past fighting the droid mech? Because the game seems to loop at that point.