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How did you choose to implement the Theme: Emperor's Tyranny in your game?
I found this game jam by chance.
I am planning a game about justice (discourse).
Before creating it, I wanted to complete one game.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
1 -Evil Empire: The protagonist is fighting against an evil empire.
2 -Prison Break: There's a part in the game during which the protagonist either escapes from prison or breaks someone out of prison(or both).
3 -Inspiring Speec: There's a scene in the game during which the protagonist gives an inspiring speech to rally people to their side.
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Comments
You have made something quite unique here and there is a lot to like.
First off - I absolutely LOVE your mapping style in concept although it needs a little polish around the edges for things like the player knowing where they can walk and such. I've never seen this visual style in RPG Maker before and if touched up a little could look really very nice indeed.
The battle system is unique in and of itself too and I applaud you for your creativity on that front, however, like the mapping it is in dire need of expansion and refinement to make it feel truly enjoyable and something people are impressed by.
What leaves the most profound impact on me about this game is the huge potential it has but sadly it just felt like the gap between potential and end execution was too big at times. Reading Xenogate's comment below, their thoughts on this resonate with me also. My heart absolutely loves this game you have made here but my head kind of says 'meh'.
Whatever your plans after this, I 100% stand by my conscience that this game deserves more of your love and time, but if that is in your future plans is down on you, my friend but you have impacted me as a gamer enough that you have won my following. Thank you so much for creating and sharing with us.
Thank you for your comment and playing!
This pallarex idea came from my frustration of RPG Maker's visuals and camera ("frustration", just only own my game's.).
I treated "pallarexes" as foreground and/or middleview.
And I realize that this "pallarex" visual seems like the stage of theater(play, drama), and I can change camera in this top down view game.
RPG Maker's games have potential to be more dramatic.
Of cource, they, the games using this, ought to be in somewhere, I assume. Unfortunately, I can't tell you some examples, because of my "neglect".😅
You leaved some critical thoughts. Thank you. I am not going to change something of this game in overall, but I am planning a next game will be more sophisficated one.
I actually really enjoy games with hunt boards/systems so this was pretty cool and I wasn't expecting how some of the assets were used ^^
I agree with ChXris on the combat system - it's a really cool idea but I admittedly wasn't sure 100% how to use it at first. I do see that you have quite the creative spirit though and I'm interested to see what you may work on next!
OH, GLAD!!!❤️
I'm working on next title. One is deeper and upper than this game, expanded from this system, and has another story. This project is planned in Japanese and created with "RPGMakerUnite" that I don't have(means making during tryal periods) and I will be submitting it to a game jam "RPG Maker 2025 Game Jam(Japan, "Freem!", March6-May14) . I'm concidering to implement Ja&Eng to the next game now. The other plan is...... yet to say.😉
I thought Emperor's Tyranny will have no comments and reviews😅, and didn’t thought needs explanation about the system. But now I am thinking about it.
Thank you for your playing and leaving comment! 🥰🥹🙇♂️🙏
Honda.
本田さんのゲームのスタイルとストーリーテリングが素晴らしいだと思うから、もし次のゲームで翻訳者が必要なら、私は喜んで英訳の翻訳で手伝いますよ。
PoppyDev様、はじめまして!
ご提案ありがとうございます。
相談用の連絡先を持っていないことに気がつきました。
よろしければDiscordかメールにてお話ししましょう。
どちらをご希望ですか?ご用意いたします。
また、ご提案につきましては、ゆっくりお話してから決めさせていただきたいと考えます。
共同作業のお約束はできませんので、予めご了承いただき、その上でご返事を頂ければと思います。
本田
I finished your project. It’s a bit rough around the edges, but you have some very interesting concepts!
It took me a while to understand how it works, but I’m surprised at how creative the system is! I really enjoyed “hunting down” every target, and I liked your clever use of backgrounds and environment. Overall, I really enjoyed your project, and can really see a lot of creativity from you. The combat approach is very “uncommon”, so I’d suggest explaining it somewhere in the page’s description to help players test your game. Great job!
Thank you!!!!! 😍 I'm very glad.
One of the this game's theme was complete a game with few additional materials. This game is my first game that open to public. I had not complete one game and used RPG Maker engines, so I don't know how additional plugins work for the engine, and I don't think I want to know it.
Another theme was to get players to first think“What the heck is this?” and then to respond to them well. When an enemy downs, player might think "How do I do?" and when player interact him "Oh, He is unconcious.". When player's HP goes down, player might think "Oh, it's physical damage.". I wanted to impress these feelings.
I think this is an expression of frustration that games rarely provide these feelings in the midst of exploration and play. Players will try many ways while playing the game. They wants to talk to character many times, throw them, kill them, or find glitches and bugs, use these, and get peed on....... This is the time to feel human while playing alone. I don't know if it worked, at least I tried to create it so.
During the creation of this game jam game I was thinking of it that I tried to responded to their curiosity. (Thanks to this game jam.)
※Actually I am not good at playing and reading in English. So it is difficult for me to play many of the games available on itch.io, and sorry if this reply contains any rude nuance.(Thanks to The Wisdom English-Japanese Dictionary Third Edition. 😅)
I'm going to take this opportunity to add my 50 cents as a direct response to this comment; The introduction is quite impactful, and since this was the last game I tested and reviewed in this jam, it was interesting to jump straight into combat against the emperor. After that, the execution scene is... complicated. There are many details that haven’t been polished enough, but the intent behind the message is more than clear.
I also took a little while to process the combat logic, but once I finally understood it (I suppose POP (?) represents the target’s 'consciousness,' while life is... well, life, physical integrity), everything made more sense. Attacks target POP, which explains why enemies like the spider, when Claus is poisoned, affect his life. This makes it interesting that the MP bar represents absolute life while the HP bar represents relative life. It’s not a bad thing, just... unusual. Apparently there is a bug in equipping weapons, because I couldn't equip any while I put on the rest of the equipment without any problems.
In any case, I realized that you’ve built something quite different and interesting here. The logic of hunting targets during an attempted revolution against a tyrannical government is extremely relevant in the theme! And when Claus is confronted about being in the same position as his executioner, I don’t know if it was intentional, but you touched on ideas that resonate with Étienne de La Boétie’s The Discourse on Voluntary Servitude. In essence, La Boétie argues that tyrants only maintain their power because people consent to their own subjugation, often out of habit or illusion. He suggests that domination is not sustained solely by force, but by a system in which people are conditioned to accept and even embrace their servitude, sometimes in exchange for minor privileges. This dynamic echoes in the game’s themes, particularly in the way power structures and cycles of oppression are questioned. It also contrasts with Hobbes' Leviathan, where the monopoly on violence is seen as a necessary trade-off to prevent chaos, whereas La Boétie suggests that true liberation would come from simply refusing to obey.
I truly hope you expand on this concept from "what should I do?"! And as someone who also struggles to adapt their content into English, I send you warm fraternal hugs and a genuine wish for success in your journey!
Even though this wasn’t the best game of the jam, it was the one I enjoyed the most. :)
To me, you are the true 'winner' of this edition!
Thank you for your critique of game play through theme and playing my game!☺️🫶🏄🏼♂️
I linked theme and game play. At least, I tried so
If you thought about POP's functions and the discover is fun for you, how is it?
As other comment told me, I think it should have been more clarified, too.
I am planning to make the explaination in the next game.
I haven't read La Boétie, but I referenced the society and ideas on before/middle/after the revolution of France, so this game probably has resonance between them. And the interesting thing for me is a dictator things. He was separating the people and the people's enemies after hoping the people's freedom and equality.
And more to say, I am interested in the relationship between sadism-masochism. The idea that sadism is masochism, and masochism is sadism. It is interesting for a social-phycologist said that this means the requiring authority and conquer someone, the people want to control someone(something) and, at the same time, to be controled by someone(something) who has authority. The Head thinks he has the logic about the government of the people(and the people's enemies), the people wanted to the tyrant's death, and after this, they allow the reigning emperor in their future, because this country had too many terror things everywhere they live. (We know it in our history.) The Discourse on Voluntary Servitude you explained may be resonated with these ideas. Moreover, in this game, I quoted sentence that I changed, it is the other idea. this was German thinker at the early16c, who wrote about servitude.
I'm glad for you to link the theme and gameplay, it was one of my theme!
"also"!? Oh!!!! Hag you, too!❤️👐👐👐❤️
(Sorry if I had mistaken mean. This is just passional hug. take me on!)
A discovery of the POP system came through repetition: first, I faced the vampire and died to him. Then, I realized that Bread was the game’s "potion," and it replenished the POP. That's when I understood that this was the key inversion. Maybe you could divide it into lethal and non-lethal weapons: the non-lethal would aim at the POP, while the lethal would aim at life. The difference between them would be that the lethal one takes life but doesn’t allow item collection, while the non-lethal, although harder, would let you collect the items. It’s a basic concept, but it would give a lot of verticality to the system.
La Boétie’s book really resonates with these ideas, and I admit that thinking about the relationship between sadism and masochism was a big leap — but your game (and maybe you, as an individual :P) enjoys these leaps. It makes sense when we think that, in the reward mechanism of both, the perception of pain and power acts as a driver for the final satisfaction.
+And I gladly accept your hug! :D So much so that I'm going to show you a classic song about sending someone a big hug.
🤩🙌🤼🤼🤼