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A jam submission

AstériView game page

A puzzle game made for the RPG Maker Touch the Stars Game Jam
Submitted by KishiAri — 13 minutes, 27 seconds before the deadline
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Astéri's itch.io page

Results

CriteriaRankScore*Raw Score
Fan Favorite#692.5933.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

I liked the idea of the puzzle game, but even with the other project added to the end, it was only 11 minutes of content. I got softlocked at one point. The text font was also kinda off-puting when mixed with the background for the text boxes, and the text speed was stuttering in odd spots. The segues for different music in a single scene was also a bit jarring and rough.

Suggestion: Make the puzzle game AND finish the other project. Both have great potential!

Submitted(+1)

Kind of sad that you didn't add in an alternative scene for if we kept saying no.

If this mysterious being could materialize an entire island, why couldn't they just fix the gap for me?

Looks like you get teleported to the start of the traps if you get hit by them? This could potentially let you save one point by going backwards? Not sure how that would affect later puzzles seeing as how that is where it ends.

The maps did look a bit odd without any substance though. You were just standing on these thin platforms.

I'll give the second part/game a try tomorrow now that I realized you did start after the jam started. My mistake in thinking that it was started before. It is kind of annoying to have to start all over, but at least that part is short. Probably want to figure out some way to turn off autosave before the choice happens so that they can reload their save (would make playing alternative choices more fun).

Since I made a mistake, I'm leaving this here for now, but won't be rating the game just yet since it wouldn't be fair to you if I rated it based on that little bit.

Developer

fascinating, thanks for the pointers

i actually meant that being to simply make the bridge and not make the island. the traps were quite the hassle, i spent a good time of those 3 days just trying to figure out how to make them work. yes, it did kinda bother me a bit that there was no depth to the puzzles visually. hehe

Submitted(+1)

Tested the spikes and yes, you can go past without that last tile. Also, as the spikes are going down, you can walk through them without being hurt because of how the trigger works.

Also, I took a look at part two. Broke the second part of the game almost right away. The curtain leads to a repeating text bug.

The guy just suddenly appears?

The girl changes into you, then into the guy, etc.

Try to avoid dark text on dark backgrounds.

The background image with the ocean (which you see briefly) looks wrong since it is kind of showing the split.

You had some neat concepts there. I tried to explain a few ways you can do the ocean scene without plugins on my stream (much easier with plugins), but basically you have a parallel processing event that triggers and two images per section. Each image will be constantly moving. You can do this by applying an image movement and arranging the images by layering. Once an image is completely off screen, you then either teleport it or remake it at the start. You need to set this up very carefully to make it look smooth though. The sky won't be moving at all. You could potentially try a parallax or such to try to get the stars blinking or looking that way if you want. The moon and moonlight image will be moving very slowly (or you can have it not move at al. The clouds will be moving slowly, but more noticeably. The ocean will be moving steadily (either in one direction or back and forth.

The image for the trialist feels a bit high. Your higher cost skills for Ari are actually weaker than the lower cost skills. Let me try to explain what I suspect you did and why it matters.

Let us say you have a damage formula of: a.atk * 3.5 - b.def * 2

Now, that is our 100%. We'll be using that as our basis

For 80%, it looks like you used something like: a.atk * 2.8 - b.def * 2 (or 0.8 * a.atk * 3.5 - b.def * 2)

For 50%, it would probably then look something like: a.atk * 1.75 - b.def * 2.

Now, the reason why this doesn't work is because what if I use 100 for a.atk and 75 for b.def? (the in-game damage is about 30% of these resultant values across the board, so it is probably something more like 40 for a.atk and 35 for b.def)

350 - 150 = 200. This is fine
280 - 150 = 130. This is significantly lower.
175 - 150 = 25. This is just completely lower.

This means 2*200 = 400.   3*130 = 360. 25 * 7 = 175. See the problem?

So what you want instead is: ( a.atk * 3.5 - b.def * 2)  * 0.8
0.8 is about 80%

You use TP in your battle system, but don't show TP in the game. Not sure if intended. I did this in my game because you weren't supposed to know.

Battles repeat some dialogue as well and seems pointless.

Developer

thanks for testing this so extensively! 0_0
not sure what went wrong with the calculations for ari's skills (which are copied from the trialist herself), i feel like i did exactly what you proposed i should do. and yeah i definitely forgot to set the TP to be displayed, sorry
a shame i wouldn't be able to fix this stuff till i buy the software. ill come back to this for your parallax tutorial

Submitted (1 edit) (+1)

I just reinstalled your game and checked the game. You did what I said not to do. PEMDAS (Parenthesis > Exponents > Multiplication > Addition) is important.

So, for example, you have a.atk * 0.8 - b.def when it should be (a.atk - b.def) * 0.8.

Let us look at 

x * 0.8 - y 

vs

(x - y) * 0.8

Using an extreme example of x = 100 and y = 90...

Standard damage: 100 - 90 = 10 (This is your standard damage)
100 * 0.8 - 90 = 80 - 90 = -10 (0 damage dealt or you heal the enemy depending on the engine and add-ons) 
(100 - 90) * 0.8 = 10 * 0.8 = 8 (8 damage dealt)

So as you can see, they don't look that different, but they are very different.


As far as testing extensively goes... this is the free course. ;P

Developer (3 edits)

I just noticed that you streamed the game lol. Thanks for giving the second part a chance despite your misread. Rest assured, I read the rules properly.

So, I only self-inserted myself for the sake of battle testing the trialist's skills easier, which is one reason why they're so unbalanced.
The reason why your first fight (Novice Trialist) was easy was because Ari was there, the second one (Skilled Trialist) seemed unfair because the idea was to fight her again after you leveled up a bit.

About how the lady changes into Ari, I meant for that to happen, she's supposed to be skilled with illusion magic, and I put it there just for the fun of it. What I did not expect was for Fleur to change into Erun when you talk to her on the left. As for movement speed,  I meant for it to be a Pokemon kinda deal where you wouldn't run in the house. I see now why this would be a disservice.

Going back to the first part of the game, I will consider making it clear when you've run out of dialogue options. You just kept saying No to the voice and you thought there was going to be something after 7 times lol.

okay thats all

Submitted(+1)

This was really cool! And I admire that you put it all together with not a lot of time left on the Jam! Great job and I really want to see more of it also the second game is super cute, I love everything about it (That door really should swing the other way... poor girl xD) Great work! I'll be keeping an eye out for more stuff from you!

Developer(+1)

that makes me real happy

(+1)

Building bridges, and having to conserve and plan ahead was a great intro puzzle, I am also pretty interested in that second game :D

Developer

thanks, man. i took a look at your game, too