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A jam submission

The Strongest Mage Knight of TerraView game page

Submitted by Rose_Guardian — 6 days, 3 hours before the deadline
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The Strongest Mage Knight of Terra's itch.io page

Results

CriteriaRankScore*Raw Score
Playability & Innovation#73.0003.000
Overall#102.5002.500
Fun & Appeal#112.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Night Boss can one shot a character at full health - not cool Some grammar issues Pacing is a bit quick Not a fan of having to go through the forest to get to the crossroads, especially since once there, down is to get out instead of left (as it is on the world map)

Game Name
The Strongest Mage Knight of Terra

Developer Name(s)
Rose_Guardian

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Comments

(+1)

Hello I played through your game. I felt the storyline present and where you were taking it next was interesting, it kept my attention. I liked how there were a lot of big moments / dramatic moments. The motives of the characters and what they were doing made sense. Some of the mapping like the town and forest village / town maps were mostly good. And I liked how the battles felt balanced to me. I felt the skillsets could do with some work.

Having all those subcategories for the different elements on our main character felt a bit too much to me to want to scroll through. I'd recommend having a single tab for "Elements" if they're going to be that important and then put the elemental skills in that category. I'd also recommend spicing them up a lot more so they aren't just the same skill with weaknesses and strengths against different enemies. I saw some variation on that, but I'd improve upon it a lot more. What was good was that the balance of the normal fights and boss fights were really good.

There was a good length between them and some challenge because of that. The character had personality and felt like they were thinking with the story, that was all good but in different ways some of them didn't feel that realistic with there backgrounds and such. I like how you kept twisting the story, all those little twists were fun.

I felt the character interaction could've expanded and a bit more, it was good jumping from one place to another here since it fitted the storyline but more interaction between the characters in between the scenes would've been nice in expanding them further for us, that too would help make them seem a little more realistic.  I think the game has some very good potential and you have a good story here. It's just it needs more ingredients and some improvements if that makes sense.

Overall I enjoyed your game it was fun watching the story and battles were good. The credits though, I recommend making them twice the current speed so they aren't shown too slow. This game's story is good, it just the game could do with more improvements for that to shine, but there were a lot of good scenario and many good points so it's a good start.

Developer(+1)

Thank you Boos405. I'm glad you enjoyed it.

Submitted(+1)

This game is a nice basic game. It plays like a good demo of what the engine can do, which is in keeping with the spirit of the jam. However, it's so basic that it doesn't really do anything to blow me away. For example, Dane starts off with spells for every element, which makes sense given he's the Strongest Mage Knight of Terra; however, it's a bit overwhelming to take in, and the spells are ultimately no better than just spamming attack every turn. I can tell that you added the VisuStella plugins, too, but there's a similar lack of customizing them to suit the game, too. I understand that this is a 2-week game jam with a brand-new engine, but to take it to the next level you'll want to spend some time in the database and plugin parameters sculpting the features to fit the game.

From a storytelling perspective, it's pretty straightforward. PikaMew already did a good job pointing out the grammar issues, but I have some issues with the character's motivations and major beats of the game. Like, the opening: the knights are standing guard by the castle, but they can just go off on adventure whenever they feel like it? And what was the point of the fight with Stephen? While the story is definitely present and can be followed, I feel like it needs more refinement.

Again, this game is not bad, and with some more time invested in customizing the features and refining the story it could become a truly entertaining experience!

Developer

Thank you KV! I am glad you tried it.

Submitted (1 edit) (+1)

Hey! I played your game! So... an effort was made. The goal was to make a classic RPG with the tropes that go with it. I don't mind that. At all. I love classic turn-based RPG. But... I noticed a few problems I couldn't let pass.

- Dane, the Strongest Mage Knight of Terra, victor against the Dark Wizard, conqueror of the war of magic (visibly on his own), Demon Dragon slayer... starting level 1. That's kind of a let down.

- The game would have benefited from a better work on the atmosphere. I mean, imagine the scene: two knights enters a house and end up face to face with a supposedly dangerous witch... and the happy town music keeps playing in the background. There is no tension being built despite the situation, it's really strange.

- There is a few mistakes in the text. Here is a few.

 


- Speaking of which, what is "Acessory"? And why is it different from Accessory gameplay wise?


- There is two open paths on both sides of Gale Town, but they lead nowhere... Oh wait! There is a bit of text that appears to explain why the characters doesn't go there. But... Not always? That's a bit confusing.


- There is another point where the mapping is misleading. Like the cave entrance on the world map. Why does it show up at all if the player can't access it? This time there isn't even a bunch of text like "There is a boulder blocking the entrance." or "A powerful magic seal has been placed at the entrance." to at least explain why the player can't access it. It doesn't look like much, but to me, it's a clear oversight. The information you convey to the player by your mapping is not clear enough. Same with the Darren Ruins mapping.


- Despite he is supposed to be a Mage Knight, Dane's physical Attack stat is way higher than his Magic Attack stat. So much in fact that his magic is borderline useless. Even if he locates an enemy weak point, he is better off going for physical attacks to deal his damage than bother looking for elemental weaknesses. Especially considering his party supports him way better on the physical than the magical.

Anyway, that's all I had to say about this. So, I didn't felt really challenged by the game at any point. Random battles went through by spamming the Attack command... which is okay, I mean, these battles are not meant to be really challenging. As for the bosses, I just boosted my Attack and spammed the Attack command. And that was it, I won. Yes, this is a game jam and you likely put all this through in a bit more than a week which is pretty nice. But this entry really lacks a well deserved polish in my book. Also you should ask yourself the right question: is what I'm doing have an utility gameplay wise. If yes, then it's cool, go right ahead. But if not consider what else it can bring. Lore? Atmosphere? But if something have no interest whatsoever to be there, it shouldn't be there to begin with. Or if this is something that will be useful later, then mention it. Make whatever this is have a relevance to the world you put it in.

Alright so... I think that's all the advice I have to give. The path is long, but worth it. So I wish you good luck on your project. And good luck for the game jam.

Developer(+1)

Thank you PikaMew. Sorry you didn't you enjoy it. But we all have our own taste.  :)

Submitted

You're welcome, Rose! Now, I didn't hated it. It's not like this game wasn't fun at all. But it surely can be a LOT better. So best of luck for your project. ^^

Submitted(+1)

Hi Rose! I finished the game and I really enjoyed the simple gameplay that allows the RTP battles to shine! :D <3 The story has a lot of potential to be something really great! What with all the betrayal and stuff! I mean, drama always gets the hook, so great job on putting that in the story! ;) Also, your maps on the towns have really improved from you previous games as well! Especially the first town! I like Knight's Monument concept at the center! :) Great job so far, Rose! Cheers to seeing more improvement from your games! ^_^

Developer(+1)

Thank you! I'm glad you enjoyed it!

(+1)

I fully beat this game within the 30 minute mark. I really like that it is a well rounded RPG with a full breath of RPG features. The plugins were well used with HP bars, running animation, diagonal movement, and death animation for bosses. The map designs used the full disciplines of good building and room mapping.  Battles were well rounded with fighting, magic, TP, and buffs. The buildup to the last battle in the demo had a clever twist. That was a cool payoff for listening to the story. One particular gravestone was really funny.

What I didn't like is that there is too many weapons/armor in the shop that I couldn't even buy. Since the enemies give you an abundance of potions, I never even needed to use the shop to do beat the game. There were a handful of typos which were noticeable but I understood what I needed to do. There were too many abilities, and the key to winning the demo was to focus on maximizing your single enemy attacks, so AoE attacks were worthless. The only major text error that got me lost is that the ruins were on the LEFT, not the RIGHT. I thought I did missed some detail in the plot and went left by accident. I even went back to the previous building to get a hint, but the text was something like"I don't want to bother them again" so I thought I had to possibly backtrack to the beginning of the game. The big detail is to fix the crossroads sign so that the ruins are LEFT. I couldn't explore almost all of the ruins, and I couldn't even touch the mountains that contained a "secret" as hinted by 2 NPCs.  It's weird that you didn't have any suggestion to save or even autosave. When I beat the demo, I couldn't save my progress or even revert to an autosave, so my progress after beating the demo was lost. Since there are map destinations that were not complete, you should use the extra days in the competition to beta test for bugs and add some placeholder map destinations, as skim out the shops, so that players can buy something other than potions. Also, increase gold drops or decrease prices. I actually didn't have enough money to even buy potions buy the end of the game.

Congratulations on being the first submission. I hope it inspires us to work hard and make a well rounded game like yours. The game has a big story ready and a fleshed out balanced RPG.

Developer(+1)

Thank you! I am glad you took the time to play it.

Thank you. Already, your game will place higher than mine so I gotta hustle.