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A jam submission

Dream WarriorView game page

Not everyone can be the hero. You, for example, are the town drunk.
Submitted by Robert from High Tower Games (@hightowergames) — 45 minutes, 23 seconds before the deadline
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Dream Warrior's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#123.1824.500
Gameplay/Design#143.1824.500
Overall#152.9174.125
Graphics#162.8284.000
Fun#182.4753.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
I'd love any feedback on the game if I'm honest.

If I had to narrow it down, it is the same as I usually ask: were you able to complete the game, and what classes did you like best?

What did you update?
The map! Previously the game was a series of more or less random battles. Now there is some (though not total) control over what is encountered and in what order via the node map interface.

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Comments

Submitted(+1)

I beat the game with the Cleric class, and it seemed pretty easy since my defense was usually way higher than my attack, and I could restore MP whenever I wanted. I like the deliberately old-school RPG presentation here, and the mechanics work well for what it is.

I think if I have any critique of this game, it's that it got rather repetitive after a while. The enemies did get harder as it went on, but I still only needed a couple of strategies against them; even the Demon King went down in a similar manner as the cultists (which I guess the game tries to tell you). If the encounters had a little more variety, I think that would go a long way. Another thing that might help is if the environments had more of a sense of progression to tell you that you're getting closer to the Demon King; as is, it feels like you go through the same forests and plains until it's over.

Developer(+1)

Thank you for playing, and for the feedback! I also apologize for taking so long to get back to you, things got a bit busy on my end.

I'm definitely glad to hear that you got to the end! I've gotten very little post-win feedback so far. Eviction ending, or did you get one of the rarer ones? I've had a few wins with the Cleric, but I usually had to abuse The Bomb to clear the Golem. Did you have any trouble with that encounter? And yeah, the Demon Lord is sort of a victory lap for the Cleric. I figured that if someone was able to get to the end with the lowest damage class, the rest should be fairly academic.

I absolutely hear you on the enemy variety. That's something I've been thinking about. I agree that there does need to be more diversity in encounters, but I've not had a lot of success in thinking about what that would look like while keeping true to the NES-era of JRPG. I'm thinking a damage over time enemy, which would give more value to using Herb (even for the Cleric). But beyond that, I'm drawing a bit of a blank.

I'm also kind of interested in the fact that you kept seeing the grass and forest. That's definitely a bug, but I can't seem to reproduce it. What should be happening is grass and forest at the start, later with hills mixed in, and finally a mix of only desert and swamp  during the final stretch. I'll keep looking for the problem, and maybe also increase the speed at which that transition happens.

Thank you again for the feedback!

Submitted(+1)

Yeah, I think I got the Eviction ending.

Submitted(+1)

So I didn't have enough time to make it through to the end of the game unfortunately. That said I don't think it's that the game is necessarily too long, more a problem that with a lot of game jams I usually only have about a half an hour or less to put into each one. 

At first, I thought the story premise was really weird. But I gotta admit I kind of liked it and all the tongue-and-cheek writing and neat character classes made it a pleasant experience overall. I ended up playing a Goth and the class selection at the start was a hilarious way of doing it. The abilities for that class felt good and overall made leveling pretty fun. I did feel that the rest/peace/nothing? node popped up really frequently and sometimes it was a much welcome chance to heal, but often times it was more of a disappointment because I would have full health or MP. Aside from that, the biggest feedback I have is that having to press continue after every action in turn is a bit cumbersome/time consuming. It would feel a bit better if after declaring my action, the game just played out until it returned to my turn. That was a fairly small problem but obviously it came up a lot and eventually starts to take a little bit of the fun out of the game.

Overall though, really enjoyed the time I spent playing and got a good laugh out of the writing. Great job!

Developer(+1)

Thank you so much for playing! I meant to get back to this earlier, but I got a bit busy and kind of forgot. Mea culpa.

You are absolutely, 100% correct about that rest/peace/nothing node. It is easily my least favorite part of the game, and I'll see if I can't add a little more quest content in a patch soon so that it is less common. There actually is a rare reward on "nothing" (the common reward is 1 gold) but it might be too rare for that matter.

I'll also take a look at saving a click for "continue." Honestly, that's there because this game is using an engine I made for a somewhat different type of game. It is kind of out of place here now that you mention it. I've just worked in this engine too long at this point that I didn't noticed. Thanks for pointing it out!

Thanks again for playing, and I am glad you enjoyed the writing! The Goth is probably my favorite class; writing the text for that one was pretty enjoyable.