Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

To preface this review, I feel horrible for docking a single point from this. It's a concept that has been hard to wrap my head around, that a game that looks and plays THIS well, never mind a game jam game, could have flaws that are worthy of mention. But alas, here we are. 

I'll start out by saying that, although I said all that about points just now, I could never in my right mind dock any points from this game's visual presentation or soundtrack. Those are just immaculate, and I deeply, deeply commend the team's effort on those particular aspects. However, as others have already mentioned, the text boxes have a cropping issue. And to that, I'll add a slight criticism of the game's inventory. Although, again, it looks BEAUTIFUL it isn't so intuitive at first glance. 

Then, we get to the gameplay. This is where I, to my abject despair, had to dock a single star off the rating. Although the game is, wow, a fully featured turn-based RPG game, it runs into the issues common to the genre: the ship section is populated with random encounters. Beautiful and immersive though it may be, trying to find your path from A to B while being assaulted by hordes of weak enemies can be a bit exhausting. And, of course, I think the game ends after the dragon fight, which did cut the experience short. Although, I must again realize that this is a game jam game, and one of this scale and magnitude. But, it is what it is.

Then, we have the story. I don't exactly know what's going on, but the characters are charismatic enough.
 
I have not enough praise for this game, and would not be surprised to see it among the top contenders. Absolutely, insanely good job!

(+1)

Don't feel bad at all! It's not a perfect product, and you point out some of the reasons why. I'm touched that you felt strongly enough about it to have such turmoil!

Inventory, the sky stage, and of course completing the dungeon are all things we intend to polish up in a post jam release. We are nothing if not ambitious, but that often comes at a price. :]

Thank you for such an in depth review of our game! It means a lot to see our work resonate so strongly. 

(+1)

Thank you so much for taking the time to give us your input! It is truly appreciated and helps motivate us more to finish up the post-jam version of the game :).

The game does technically end after the dragon fight. Unfortunately we had less than 10 minutes left to add the "final" boss to the dungeon. It exists in the game, but only if you skip the Dragon and go straight to the stairs. The final boss cannot be killed in its current state so its really just a means of ending the game. I made a mistake when adding the crystal that spawns the final boss to the dungeon and accidentally made it despawn when the dragon is flagged as being dead. 

For the world map there were plans for items that would decrease, eliminate, or increase encounter rates, but those were scrapped due to time restraints. The ultimate goal is to provide the random encounters some much needed balance and make regular enemies more threatening. I've already begun revamping the stat system so that we can have a more dynamic means of damage calculation that doesn't create such a huge disparity between regular enemy and boss strength while still maintaining a hopefully balanced level of difficulty. 

Hopefully we will have a more fully-realized version out in the near future that will correct all of the issues and be a much more complete experience.

Again, thank you so much for your input and kind words. It really does mean a lot and I'm sure I will be coming back to this thread regularly to re-read your post as well as everyone elses to keep the input fresh :)