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Titans of Ealuh's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Pulse🫀 | #41 | 3.429 | 3.429 |
Tremor😬 | #47 | 3.143 | 3.143 |
Grave-itas 🪦 | #48 | 3.286 | 3.286 |
Reason 🧠 | #54 | 3.143 | 3.143 |
Overall | #55 | 3.200 | 3.200 |
Rime❄️ | #57 | 3.000 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Bonnie Jo Stufflebeam - Writer
William Bastian - Writer
NADIIA DOLHA - Composer
CaptainBaba - Composer
What was the origin story?
Partial success!
I've tried half a dozen times to make this game, it's not done. But it's a great start!
The first two attempts can be found on my profile as Tierramon and Terramon!
This attempt was made very differently. I used an old DLL I made previously to allow the windows TTS voice to work without any issue. I also used code from Yal (they sell assets here on itch) to stream line a lot of work. Instead of coding from scratch, I mostly had to make my DLL and their code work well, and then a ton of modifications to turn it into what I needed. But it saved me a ton of time.
All the monster portraits were made using AI.
All the text for the monsters were made by my wonderful writers
These four things combined allowed me to put together a game that really feels like it took longer to make, but was made entirely during the jam period!
It's blind accessible (as far as I'm aware!) , and is the by FAR best version of a blind accessible monster catching game I've ever made. So I'm very happy with it and will probably continue working on this version.
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Comments
Very interesting experiment, though I would probably opt for one of the more advanced voice models out there for any continuation (if you still want to keep tts). For game dialogue as well it would probably be better to have multiple voices rather than reading out the speaker each time. The AI art actually came out pretty decent, though I think it could use a little upscaling and cleanup for a final asset
Oh so the TTS is actually just using the installed default voice on your windows machine, so install a better one :D ! It's mostly there for blind accessibility though! I'm part of the game dev community that makes blind accessible games.
I've used more advanced voices before and... yeah it's just VERY hard to do it in a short period of time. So I just used an accessibility DLL that I had used for previous projects that was good enough for some of my friends who aren't sighted can play as well.
And yeah some of them came out great, some not great, but they came out wonderfully for a jam I think.
It'd be good to add in a way to circle around to the equivalent of a pokemon center. My splinter ran out of mp mid battle and had to struggle its way to defeat in a trainer battle.
It looks nice though
Oh yes there is a way! I realized it's not in the game, I should add that as a hint somewhere. Sorry about that!
From the pause menu if you retreat you teleport back to the start of the area and heal!
As for doing it mid battle, that's a great idea! I'll have to add something for sure! That actually was a big wish of mine in pokemon games, so a wonderful idea here!
For the PP, the Pokemon games had the "Ether" items that'd restore PP for move(s).
Oh yeah I want to add that! I plan on having PP management be a lot more important in this game than Pokémon (since outside the elite four you can always run to heal at no penalty) , but early game it's really brutal. So some items like that really would help to get people past early game where they'll be able to catch a collection of critters!
Interesting use of AI generated art along with TTS. Definitely something to put into a portfolio, but I wouldn't want to play it long. Clicking through lots of TTS speech is not fun, though technically interesting -- the generic TTS voice doesn't add to the game's atmosphere. But the real issue is navigating your menus. Nothing made it clear that X was the button needed to select options. I was pressing all manner of buttons before I figured that one out. Also, when navigating the world via choices, nothing lets you know that you have progressed to a new area. It always looks the same, nothing lets you know that you have indeed gone someplace else until you press X and bring up the options of where to go. The combat needs more work for feedback too. But as I said, this is an interesting project to have in your portfolio, some things just need to be made much clearer.
Thanks for trying it out!
Yeah I just over scoped so playability was difficult, you can turn off the TTS with F1. It's mainly there because I actually make games for the blind! So this game is fully blind accessible (After checking out the TTS controls) Which is also why the menus were set up the way they were. IF you're ever interested in better games for the blind you can always check out audiogames.net
I put the controls on the main itch page, but really wish I had put them on the main screen as well.
EDIT: Made a new version with controls on the main screen.