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Skybound Dreamers Gaiden's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 3.944 | 4.320 |
Creativity | #3 | 4.017 | 4.400 |
Theme | #3 | 4.199 | 4.600 |
Presentation | #3 | 4.199 | 4.600 |
Story | #3 | 3.834 | 4.200 |
Gameplay | #4 | 3.469 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: City of Adventure in your game?
The characters leave their village to a city with a seedy reputation so get the opportunity to see a snippet of it in the Market District.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
It does have some sense of Modern/Urban Fantasy but only because it's a bunch of Anachronism Stew that might only be funny to people that like Akira Toriyama manga and shonen that were big around Dragonball or Dr. Slump. Unfortunately otherwise I haven't implemented a Rogue Protagonist [I did implement a Rogue Boss Battle though].
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Comments
This game was super pretty. The busts and animated sprites were really well done.
I don't know if playing the other games were a requirement, but the characters were hard to get to know and it was hard to isolate the small issue that was solved in the story from the big picture. I was taken by surprise by how sudden the ending seemed. I hesitated in writing this review, because I am also creating a large world and I am facing the same struggles. I am still having trouble with this problem myself, so pointing it out to another seemed weird, I guess. I could also be totally off base here and my ADHD brain just couldn't handle everything.
I was committed enough to the big picture to be sad it ended when it did, so it is still very interesting and has so much potential.
As for the gameplay, while the animations for the skills were neat and the battle system was more unique, I did not have full control of the whole party. I understand they would probably come and go normally, but in this game they were in every battle and that made it odd to not have control.
Some randoms would have been a fun way to see more of the skill animations without worrying about death too much like in a tougher forced fights. If you would rather stay in a more visual novel format, it would be nice to have choices sometimes. I know time was probably a factor here, so please just take these as ideas.
I wish they had two separate categories for creativity. I can never tell to judge it on art, music, or adding some kind of technical unique touch. I usually see it as interactive features, but the style and consistency of the art and sprites was very well done here. That's where I put those points, because I thought presentation wasn't enough. Honestly, I'm not very good at pixel art or animating spites, so it looks like magic to me! Thank you for making this cute game.
You're welcome! And I apologize in advance over the whole Skybound Dreamers Gaiden thing and how hard it was to stick with them. The only *real* game you probably needed to play was the original Skybound Dreamers Prototype but even then, I can see why the world is hard to get into. I'm hoping to exercise making a smaller scale world for my next project but at the same time I am working on a remake of one of my games that should hopefully answer some of the questions that were displayed in the Easter Egg. I really did want to add more but I knew this was for a Jam so I only made it another Demo for the big project that is Skybound Dreamers [thus the name 'Gaiden' or Side Story].
As for the whole party angle, I was mostly experimenting with it and trying to figure out how a friend of mine, Berry [he did some of the art for the game as well] was making the battle system with temporary characters in our remake so it was mostly me learning some practice with making this.
Thank you again for playing my game!