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Aurum Chronicles: Heaven of Past Eras (Legacy Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fan Favorite | #44 | 3.286 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Awesome game! Battle rate wasn't that bad at all, I hope to see more of this game in the future and I hope you evolve into a fine developer!!!
Very to the point and not much deviation. Each room of the tower was almost identical, so it didn't have much variety there either. The battles were pretty easy to get through, except for the ghost enemies. If you run out of magic, you have little chance to defeat them so you HAVE to run.
Suggestion: Vary up the tower floors, and maybe give a boss per switch or floor, like the Lava monster. Also, allow equipping more than one gadget so you can both heal AND have offensive skills at the same time on a single character and not have to choose between the two.
Thank you so much for the feedback.
You should start the main character and Lucy with at least one skill. It's never good to give the player an empty skill category.
You're expected to basic attack your way through the first fights, including a boss. It's super boring. The numbers are not that bad and if you were to grant the player skills it would be balanced at least in the beginning. They don't need many, just a few. Shoot even one single skill each would be good for the beginning.
When the party's max MPs are under 100, you get an item that says it restores 500 MP, but then it restores 300 MP. I would much rather have a couple of 100 MP restoring items.
The fire boss has too much DEF. Basic attacks hit between 0 and 20 damage. I know you're supposed to beat him using water, which is how I won, but I had to use all my items. Andrey hits for 0 on it. The simple fix is to reduce it's DEF a bit.
Make the Inn free at the beginning. Why not?
It sucks that you find several gadgets, but you can only equip one per actor. I think letting the player equip two Gadgets to each actor and making an NPC that sells them would be a great idea. It's lame that the design of the game limits each character to one single skill.
Why sell the basic sword in town? The main actor starts with it, Lucy starts with it, and Andrey can't even use it. Completely pointless. Instead swap this item with an upgraded sword. (At the same price, 300).
When you find Paul, once again you have an empty skill category. Most likely you've found another gadget at this point so you can equip him that, but then he has another skill category called Magic... Completely empty. That magic skill category stays empty through the whole game. What's the point? Give him a starting skill, give all the actors a starting skill.
Guarding should give MP and HP.
Overall, I found this game to be delightfully average. Keep up the good work and you will improve over time. Thanks for participating in the jam! :)
Thank you so much for the feedback!
Please see Teal's play-through video, as well as her review of the game in the video description:
Thank you so much for the feedback.
Why do you not have gadgets equipped at the start, but somehow have gadgets after fleeing?
The mashed together text was painful.
The gold plates just look odd.
Why are we going back to fight the enemy instead of just continuing?
One moment, we are in a cave and in another, it is a tower/building?
The fourth member has a magic skill type instead of just the gadget? But no skills? Also, how did he end up where he is?
You can walk on lava without being hurt?
Some of the healing items are completely overpriced and pointless for the scope of the game. The 100 cost MP recovery seems to be the best item for healing purposes.
The shadow got weaker? It no longer uses the aoe fire that made it so strong?
The end text didn't make much sense to me since we haven't actually obtained the item yet? Unless it is the fourth party member?
Thanks for your comment. A few things to mention:
Why do you not have gadgets equipped at the start, but somehow have gadgets after fleeing?
The mashed together text was painful.
The gold plates just look odd.
Why are we going back to fight the enemy instead of just continuing?
One moment, we are in a cave and in another, it is a tower/building?
The fourth member has a magic skill type instead of just the gadget? But no skills? Also, how did he end up where he is?
You can walk on lava without being hurt?
Some of the healing items are completely overpriced and pointless for the scope of the game. The 100 cost MP recovery seems to be the best item for healing purposes.
The shadow got weaker? It no longer uses the aoe fire that made it so strong?
The end text didn't make much sense to me since we haven't actually obtained the item yet? Unless it is the fourth party member?
Anyways, thanks for the feedback, hope you still enyojed the game despise these flaws.
When the one character mashes her text together (no spaces), that was just painful to read. That kind of text is rarely fun to read, personally.
The tree enemy bursts through the wall, you are almost at the stairs, and you turn back instead of going up the stairs or giving the player a choice.
I think fortress, temple, ruins, or such might be more appropriate for word choice when it is in a mountain instead of on the mountain. While inverted towers do exist, they are a bit different. If it was on the mountain, then tower would make sense.
Might have been better to not have that text involving something your characters haven't actually obtained yet unless you can make it clear that they aren't supposed to have reached it yet. If you wanted to show it off, you could have thrown in a cutscene between where your characters catch a glimpse of it as the screen slowly fades. That way the players don't feel like there is a disconnect. Otherwise, the player might wonder if there is some cutscene they missed or something.