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A jam submission

One Final WishView game page

A short RPG about the journey to make a wish.
Submitted by Meowsticks (@meowsticks14) — 1 hour, 14 minutes before the deadline
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One Final Wish's itch.io page

Results

CriteriaRankScore*Raw Score
Fan Favorite#682.6543.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

I rather liked this game, and how the outfits determined certain stat changes to the characters AND changed their in-game looks! A good entry, especially with how it gave information, but didn't force feed it to the player. However, the fights were a little lengthy (some enemies felt like HP sponges) and the second boss was VERY difficult.

Suggestion: Definitely adjust the balance a bit for the boss, and reduce the HP on enemies so it doesn’t feel so grindy.

Developer(+1)

Glad to hear you liked the outfits! I spent way more time on that than I should have but I think it was worth it. 100% agree about the enemy HP for sure. I didn't want fights to be over in one round, but I overcorrected too much. I did not intend for the 2nd boss to be that hard oops chalk that up to not playtesting enough times/knowing my own game too well lol. Happy that you enjoyed it overall! :D

(+1)

I actually did enjoy it! Good work!

Submitted(+1)

Feels a bit odd to have a reverse elemental triangle, but meh.

The fact that you need 5 star fragments can be easily missed and you can't return to previous areas. Would be nice to have a save option before points of no return.

Some of the items just didn't seem very useful to me beyond the area that you get them in.

The MP drains are really annoying. Fortunately, you do recover MP.

There is at least one spot (celestial area) that has wrong passability.

Definitely appreciate having tutorial items.

Not a huge fan of how you need to use a key item to change costumes instead of being able to just change them via the equipment menu.

In the mountain? path area, one of the mountain corners is missing a tile when the other corners have it.

Your characters being on the map is neat, but feels a bit odd that they are running ahead of you, scattered, but somehow manage to quickly group together for a battle... then immediately are scattered again.

That hydra multiattack is really strong, but instant? (Isn't affected by paralyze). Killed one of my party members so I had to spend some time recovering.

The secret boss didn't give me anything except a bunch of reputation? (Which doesn't seem to be used for anything?) It had a lot of HP, but relatively unthreatening if you have fought all the enemies up to that point. It was annoying, but not hard.

A lot of skills seemed just mostly useless. Paralyze doesn't really do enough to waste a turn on, silence doesn't work on bosses and I assume neither does the one that prevents skills (though the ignite or w/e does). Not sure if there is much point in bosses not gaining MP when MP isn't used for enemies in RPGM without a lot of work. Oddly, curse works on bosses.
The hit all skills each character gets seem like they hurt the party more than they hurt the enemy. Makes them really bad to use.

Some enemies really aren't clear what element they are until they use an elemental skill.

The final boss was... ummm... easy.

Not sure what made you immune to the effects though.

Developer

Thanks for all the feedback!! :) You make a lot of fair points and I 100% on some of them too. Just to go in depth on a few of critiques you mentioned:

-I opted to have no backtracking to mainly save myself some work, but you're very right that it should have been more apparent with the point of no returns so people were absolutely sure before going on. That's on me.

-Not a fan of using key items to change outfits either, but it was the only way I could do it. For each outfit I had to change the actor graphic and adjust a variable so that the game knew which outfit was being worn (for faceset reasons), and I needed a common event for that. I don't like it much either, but it was that or axe that feature and I didn't want to axe it.

-Betelguese's ultimate attack should have a long charge time and be stopped by Stunned (at least that's what my notes say. I don't have the free trial anymore so I can't actually check). It's possible I messed something.

-Full disclosure the optional boss was literally the very last thing I did before submitting, so it has very little work put into balancing and other factors. It was more put in because that was the purpose of the star fragments and I wasn't about to remove them for nothing. At least it's winnable lol.

-Very fair about the skills. It wasn't the easiest coming up with interesting ideas that were also practical, especially in such a short game. I opted to just have kinda general ideas with some interesting ones and see what strategy would come. You're very right about the Hit All magic (that hits allies too), in hindsight its just worthless and I could have done something else, but eh lesson learned. 

-Yes, the final boss is easier than I would have liked, but that's just how the stats lined up. I refuse to give a character inflated stats when they're on the enemy side, it's just not how I develop things. In this instance, it didn't pan out well. 


Thanks again for the feedback, I appreciate it! Honestly a lot of ideas put into this game were ideas I have for a future game, so I kind of think of this as a prototype for that eventual game, so knowing what works and doesn't will help when I get to that. :)

Submitted (1 edit)

I think another way would be to check your player equipment with a parallel event and do a quick change when you swap equipment. Obviously easier with plugins, but still doable without them.

Not a fan of enemies getting stronger/weaker depending on whether or not that are in the MC's party either, but you could have done a few things there to make him stronger, such as first turn immunity skill before the party can act. (Since he is betraying you and all (not that it is really a surprise, but he might still have a chance to cast before you can retaliate)). Just something to consider.

I suspect that since it is an enemy, the paralyze skill doesn't work completely properly without a plugin for your purpose and if you used a plugin, it could be that it stops the initiation, but not the resolution once it starts the casting.

Developer

Honestly I've never really used Parallel eventing before so I wasn't about to risk it for this, but thanks for the idea it's something I'll have to look more into. Him getting the upper hand and using his skills first is a brilliant idea I'm sad I didn't think of lol. That would have been much better, but, oh well. Lesson learned for next time. 

Hmm, might be the case with the paralyzing. I wasn't able to do much testing with it so it was more hoping it worked than anything. Sucks if it doesn't work as intended cause it kind of ruins the whole status.

(2 edits) (+1)

Ten other games used a very similar default starry night title art. This is already a drawback.  While this game does use it's fair share of default assets it's to be expected of most entries. At least some efforts were made to customize them, like renaming them, adding descriptions to them, adjusting icons and balancing numbers. The bare minimum effort was made, which is more than I can say for some games.  

Any attempt at using a lighting engine would probably be a good thing for these maps, unfortunately there are no lighting effects. 

There's an item in this game called "Mental Tomato" and I couldn't help but giggle when I read it because it reminded me of that old show "Attack of the Killer Tomatoes." This particular example is very niche, but naming your skills and items is an important part of game design and I like that One Final Wish made an effort to do so. 

The writing isn't bad and it feels organic. I appreciate the proper use grammar. 

The way the game presents the tutorials is great. They are there, but you can quickly say, "Meh no thanks this isn't my first rodeo." Which is followed with a couple of key items that you can optionally check if you get confused later on. 

Simplifying the elements to use only three is also a good move because that makes it simple and now we have a rock, paper, scissors system that pretty much everyone can understand without much effort. 

The battle system is balanced for the most part, although maybe a little easy for some people. In general it's better to make your game a little more on the easy side, rather than the hard side for a game jam. (Rehabilitate should be an instant cast, and/or make it take less MP)

I appreciate the warning before a hard fight. Gives me time to heal up and save.  You start with a decent number of basic items but not an overwhelming number of items to read and understand their use. I like that when you level up you get a full recover.

The Albeta's MP drain move it pretty brutal, but the number of MP restoring items you start with make up for it. 

There's a ton of dialog in this game, but not in a bad way. Most of it comes from the optional events you can choose to interact with if you so desire. However the exploration is rewarded so even if you don't want to read everything it makes sense to checking the cupboards and dressers for alternate outfits for the main characters. They do more than just looks in most cases. 

Some of the cold attack spell animations look more like fire(very minor issue really). 

I love the Mind Ribbon item design. Big magic attack stat boost, but doubles MP cost. :)

How many star fragments are there? How do you charge the giant crystal in the crystal cave area? I found two smaller charge crystal items, but you can't use them and trying to access the large crystal event does nothing even while holding both of the items in your inventory. Did I miss a third one somewhere? I wish you would let me backtrack a bit. Going forward and not being able to go back will give some people anxiety because they will think that they've missed a secret or something. I know I feel like I missed something back there and would have liked to go back to investigate further, but the game doesn't let you... what a shame.

I love that there are no random encounters, just enemies on the map that you can engage or avoid. This makes any backtracking a player may have to do less painful.

I found a spot in the map.(next to the Mind Ribbon blue chest, that lets you walk up the walls) Not game breaking and should be easy to fix. 

This game is very linear and doesn't let you deviate or backtrack at all. I wish it was just a bit more open ended and gave the player the ability to re-explore the maps.

Overall I really enjoyed this game and I feel like it's executed well. It's not perfect and there's more default than there should be, but this is a game jam and it's to be expected. To be honest One Final Wish really impressed me because I had a lower expectation by just looking at it. If you truly give this game a shot I don't think you'd be disappointed. The game design is pretty solid and the battles are fun and balanced(with some exceptions), with a simple rock paper scissors mechanic. White the story isn't amazing, the writing is done very well and this game should be viewed as a contender in this competition. 

Developer(+1)

Thanks for the detailed feedback! You make a lot of fair critiques, some I expect and some I can learn from for sure! :) I made a decision early to not let the player backtrack, strictly for the purpose of the Game Jam to 1)make it a straightforward game and 2)limit my workload a bit because I would've gone back and created all new dialogue after each event and that would equal a lot of development time.

Very true about players feeling anxious about missing things and not being able to go back (I feel that in games too) and I would love to go back eventually and make backtracking a reality (and more openness as well wouldn't hurt). As for star fragments, there are 5 total, one in each area, and the energy for the crystal (4 total) is all located inside the dungeon itself. 

Glad to hear you enjoyed it, because to me that's the most important thing I want out of making games. :) Still have a lot I can improve on but that will come in time.

Submitted(+1)

The dragon boss was hard he can kill the party with his magic. That's because I didn't had enough grinding I was at level 12 my bad. Good game.

Developer

Thanks for the feedback! :) If you're talking about Sirius (the red dragon in the last dungeon) then yeah that's the superboss of the game, and very little testing got done other than to make sure it was beatable. That and it's not well versed for being underleveled. 

Submitted(+1)

Neat little project that really showcases how much one can accomplish with the tools and resources provided by the engine itself. Really liked how you pretty much could interact with everything :) Balancing worked well till I reached the Betelguese which whipped the floor with me with it's Eight Deaths attack :(

Developer

Thanks for the feedback! :) Yeah, balancing unfortunately had to get the short end of the stick due to time constraints. That together with the sub-optimal enemy AI (that basically just leaves everything to chance) it means some people will sadly get some bad luck and get wrecked. :(