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A jam submission

Trixie's Journey Across Japan!View game page

Submitted by Wafflefish, Kyparon, Scarlavein (@Scarlavein), BellaBonBon — 5 minutes, 2 seconds before the deadline
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Trixie's Journey Across Japan!'s itch.io page

How does your game fit the theme?
Trixie cycles across Japan to meet Connor

Did your team create the vast majority of the art during the 4 days?

No

Did your team create the vast majority of the music during the 4 days?

No

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Comments

Submitted (1 edit) (+1)

I loved seeing another RPG in this jam! Very solid foundations here, especially to work on it more whether it be the art or gameplay. I loved being able to see how far I made it and the 3D environments put together. However, I think gameplay wise, I would really like to see some of the other abilities strenghted. I found that parrying and healing didint have much use because they were a bit weak compared to enemy attacks (also slight bug on healing where you can spam it). I also really liked the targeting system but found it a bit frustrating that you had to land an attack to see the stats of it, I think allowing the player to see them after one hit could take advantage of the targeting system more and really make the player think more if he wants to risk taking the same shot with the given stats, or go soemwhere else, or maybe giving the player an ability like insight to see the stats for a body part could be another route. I loved how cycling was incorporated into the story but would have liked to see it in the gameplay a bit more as well, perhaps the attacks being more bike related or even taking advantage of the targeting system again, have vulnerable spots cycle throughout each of the players turn that they can then attack for more damage. Something of that nature. 

Sorry for the yapathon,  just saw a lot of potential in that game haha. Hopefully some the feedback is helpful. Overall, really nice job here, putting a JRPG/RPG game together in a short period of time!

Submitted(+1)

Love a good turn based RPG, but this one needs a little more to feel nice to play. Its very tough to tell when attacks are hitting or missing, and how much damage is dealt, since the only cue you have is quickly doing math when the UI number suddenly changes. A sound for hits and misses, or an animation in the UI would be really helpful. Also, it felt like parry and self-heal didnt do enough, so the game devolved into attacking only. The targeting system really helps to flesh this out though, so it didnt become boring! great job getting this kind of system made in 3 days too!

Submitted (1 edit) (+1)

Truly unexpected for a jam game to be a turn based RPG, the music kinda reminds me of persona, and that fallout damage selector system 👌👌👌

Submitted(+1)

Targeting system is pretty cool!

Developer

Thanks for playing! We wanted to do some type of turn-based combat, similar to Pokemon,  but it felt like it was lacking so we came up with the targeting system.

Submitted(+1)

Honestly, it's really impressive you were able to get an rpg battle system set up in 3 days.

Developer

Thanks for playing! I'm glad we were able to do it. We wished we could've implemented some actual player feedback to it along with more features, but we're proud to get this much done in 3 days.

Submitted

I second the comment wishing for more visual feedback, I got kind of confused when playing. But jams are short and sometimes you need to focus on other parts of a game. Good job!

Developer(+1)

We planned to have custom animations for each attack sequence and a text box pop out for each attack that says how much damage was dealt or if the hit was missed, but we ran out of time unfortunately. Thank you for playing our game!

Submitted

With a little more feedback this could be a way more complete game. Anyway, nice job! 

Submitted(+1)

I really liked how the game looked.
The gameplay was a bit to static though. Adding an element that requires skill instead of luck for the fighting would make it a lot better.

But for 3 days, good job!

Developer(+1)

Thank you for playing our game!
Originally we didn't have that targeting system involved, but we thought the combat would be a bit boring so we came up with that idea. We had the idea of an ultimate attack where you have to charge it by successfully attacking or successfully parrying. Parrying would charge it faster than attacking, but we couldn't fully implement it in time. Thank you for your feedback!

Submitted(+1)

Wow it seems really ambitious. I wish the fighting had more feedback to it, like floating damage numbers / effects / sfx etc. I know that's a lot but just watching the HP to see if I hit or not kinda took away from the fight.

I beat the first enemy and then got an error on the 2nd fight, saw I wasn't the only one who had this. Would have been fun to try more! Really solid foundation. Good job!

Developer(+2)

Thank you for playing our game!
Yes, it was very ambitious and we had a lot a more we wanted to add to the game like attack animations, another battle, a moving camera during the battle, player feedback in battles, and more. For the HP text, it was a very last-minute add. We did want it to be a bar hovering above the enemy, but I didn't know if I'd be able to implement it properly in time to submit the game.
I appreciate your feedback!

Submitted(+1)

Would have loved to play more, but it crashed after the first fight :) Cool idea and nice use of your assets. I loved the 3D background for the first fight !

Developer(+1)

Thank you for playing our game! If you'd like the full game without the crash, please download our game! Regardless, we're glad that you've played and enjoyed that portion of the game. Thank you so much!

Submitted(+1)

Sadly, the game softlocks on the first fight. But I like the scene built around the fight and the intended mechanics of choosing a part of the opponent to target!

Don't be discouraged and leave a little extra breathing room to test your game in the next jam!

Developer(+1)

Thanks for playing!
It's funny that you said that we should leave some breathing room to test the game because we worked on a game jam last week, and we made the same mistake. But once again we overscoped a bit and I thought that I would be able to program everything in time. Man was I wrong 😅. Also, we found out the problem was in the web build if you would like to download and try out the full game without that bug.
Thanks for the feedback, we greatly appreciate it!

Submitted

Went back and replayed the desktop version!

Wut the heck was that blobby looking fella xD Great job and again I was very fond of the environment scenes, this time I got to see all of them :)

Developer

Thanks for playing our game again! That blobby guy is Steve. He was the temp model I made while waiting for the 3D artists to give me actual models but the team enjoyed him so much that we decided to leave him in there.

Submitted(+1)

game crashes after the vending machine encounter, but i like what you got going here! i'd love to see some more feedback when you attack or are attacked. nice job!!!

Developer

Thank you for playing!
We found out that the problem was through the webdev version of the game. So if you'd like to play the full game without the crash please download our game!

Submitted(+1)

I had fun beating up the vending machine, but then the game crashed for me. It would be nice to have an indication of attacks from the player and the enemy, but other than that (and the crash) great job!

Developer

Thanks for playing!
Yeah more visual feedback in combat was something we wanted to add. I envisioned the vending machine throwing coins and cans for its attack but unfortunately we ran out of time.
Thanks for the feedback

Submitted

Lol, I completely understand the running-out-of-time thing. I was so rushed near the end that I had to leave out a whole bunch of stuff, and I couldn't playtest at all. I ended up submitting it with 30 seconds to spare! Others are in the same boat; you are in good company!

Submitted

It has a very strong mobile game feel, don’t completely know how to feel about it…

Developer

Thanks for playing!
We did take a lot of inspiration from the combat in Honkai Start and Dokapon Kingdom.