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A jam submission

Martyrs Of ParadiseView game page

​Two beings possess the recently deceased in order to combat demons on Earth.
Submitted by SilverSterling5 — 17 minutes, 18 seconds before the deadline
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Martyrs Of Paradise's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#24.0004.000
Characters#33.0003.000
Overall#33.2003.200
Story#33.3333.333
Audio#43.3333.333
Gameplay#62.3332.333

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

Submitted (1 edit) (+1)

Looks like this returning 3D entry from RPG Mania VI has added two cutscenes, another fight sequence, and a prototype for a 1st person open world in an urban setting. I like the not-quite-lowpoly but still polygonated art style for the 3D character models, and I felt like I had a better idea of where the story is heading from the previous entry.

The combat sequences are still in a prototype state but have a lot of potential. I think there's an issue where the enemies will get so close to the player that they step inside the hitbox of the player's punching attack, and might suggest either increasing the player attack hitbox size or have enemies stay slightly further away from the player when pathfinding.

I was surprised to see the 1st person open-world map at the end, guess I was expecting a formula more like Hybrid Heaven or The Bouncer. Those are what come to mind when I think of PSX and PS2 era street fighting RPGs, but I'm happy to see this entry return, especially because it's a 3D game which is a little rare for this particular game jam.

Developer(+1)

Thanks for playin' and for your feedback.

I would have liked to have fixed the combat this time around, but I needed to at least work on the other side of the game first, for a better 'representation' of what you might expect from the finished product. Also, yes, I think I can fix it so that the Demon will be able to stop a bit further away when trying to locate the Player's hitbox. Hopefully in the next jam I'll have time to add in some extra flair, like a UI health system, sound effects, enemies that actually deal damage... and so on.

Honestly the more I think about it, while I'm not really a fan of the series (except for the turn-based new ones), Yakuza is a bit more in line of what I'm tryin' to go for in terms of having a cross between Beat-Em-Up with level up mechanics and "Open-City" Exploration... Since I believe there is an option to navigate in first person within those games. 

Again, thank you for your time.

Submitted(+1)

I think I deleted my original comment by accident when I left the rating and refreshed, so I will leave another one to summarize my thoughts again. (my bad)

Overall, I think you have an impressive amount of polish. The different camera angles and character dialogue in the intro cutscene is really well done. I would like some more feedback on the current punch attack. The animations are really good though, so even just a sound effect for the swing and a hit sound on a successful enemy hit would take it a long way.

I also really like the current structure of the game being instanced beat-em-up style fights and tank controls/dungeon crawler overworld navigation. It kind of reminds me of old SMT or Baroque. If that's the direction for the project as a whole, I think it's super unique. Great work!

Developer (1 edit)

Thanks for playin' and for the feedback.


I'm definitely goin' to keep on workin' on this game until I feel it's "complete" within these upcoming Jams. Still quite a bit of a long way to go, but I feel I'm gettin' closer.


The direction I wanted the game to go in was a mix between a beat-em-up that has level-up mechanics (like Star Wars Jedi Power Battles and Lord of the Rings: The Return of the King) and a first person adventure game with 'detective' style mechanics akin to most point-and-click dungeon games (like Elder Scrolls 1 and 2, Shining in the Darkness, Phantasy Star 1, and yeah SMT 1 and 2). All the while being Split-Screen Couch Co-op, even in the first person areas, where both players have their specific 'jobs', to keep up their respective façades, and their own investigations throughout the city.


Might be too ambitious right now for my talents alone, but it's somethin' that I've wanted to make for my best friend and me since the above referenced games were our shared childhoods.

Submitted(+1)

This was a really cool playthrough, you did a great job of setting up tension through cutscenes. You have a real knack for the cinematic, and you created real feeling when setting the stage. There's room for improvement, but there's a lot to like here (and I'm not just talking about Trix lol).


Here's my pretentious, over-written - and unasked for - honest thoughts while playing:

- Opening cutscene is great, the music works perfectly the color choice is bold and unique and it all really works well together. However, its just a touch too slow towards the end. I know you want a slower pacing to build suspense, and it works for the beginning but after the characters wake up and before they start getting to their feet the pacing should pick up a bit.

- The following dialogue dump is kind of bland and uninspiring and doesn't really add anything to what you've created so far. The opener did a great job with building tension but this dialogue felt like filler rather than substance and took me out of the moment a bit.

- But then the first battle starts and you absolutely nail the atmosphere, it made me sit up in my seat immediately. The boss animations and music, coupled with throwing the player directly to the wolves with the enemy attacking him right from the beginning works very well. The combat could use a fair amount of fine tuning, but the movement feels great and I'm a big fan of how bouncy the jump feels.

- Another dialogue critique: it may be a personal preference but I'd prefer if the text was written out faster and then required a player input to advance to the next speaker so that I can read at my own pace, rather than the way it is currently set up where I have to read at the specific pace the game tells me to. kind of a minor thing but it would be a nice quality of life change, imo.

- 12/10 for Trix, disregard the rest of my comment, this game is a masterpiece.

This was a fun play through, and I think the cinematic cutscenes, color palette, and character modeling give this game a lot of personality and promise. I think cutting some of the fluff out of the dialogue and maybe digging a bit deeper into the story and motivations of the players would help continue the atmosphere, and if the combat system was fleshed out a bit more I think it would be a really good game.

Developer(+1)

Thank you for playin' and for your feedback.

This is my first time ever tryin' my hand at making a "combat" system. There's still a lot I have left to even scratch the surface when it comes to learning about what to do in such cases. But it's a start.
Also learning about Unity's Timeline and how to implement cutscenes is also somethin' that's fairly new to me. I agree that the pacing needs to be faster/user friendly, but with the knowledge I have of it, that's the compromise for now. (There's still a whole lot more animations/images/textures/etc. that put into context what I have in mind that haven't made it in yet)

I'm sure you just like Trixie for her... 'bubbly' personality, of course...