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(1 edit) (+1)

Jil was really annoying.

On the surface this game looks amazing and gives the impression it's very complete with character inventories, level and skill advancement, etc. However, when we played it felt like the graphics were really not part of the game, they were just set pieces outside of a very linear path. The starting town for example. It looked great, but you couldn't interact with anything or even go onto the grass, just follow the brick road. 

Jil was really annoying.

The combat wasn't as exciting as we were hoping it was going to be. We were doing damage but had no idea what the damage numbers meant since we couldn't see an enemy health bar to judge how much health they had in total or remaining. The enemies teleported between tiles in a way that was a bit jarring since the attack animations were so good (Courtesy of Protofactor - good choice!). DamageNumbersPro added a bit to the enjoyment as numbers appeared and disappeared with nice animations. Perhaps use a different font next time though so it isn't so obviously a dropped in asset. 

Movement, turns and camera angles looked good, although the lack of free look felt like a missed opportunity, given how nice the visuals were.

We think we were caught out by the teleporter bug because we ended up in an area underground that we couldn't get out of. This was after 30 minutes of play time.

Jil was really annoying.

It would have been nice to have clicked on doors to interact with them to open them, rather than using the keyboard, although you did mention this on your submission page.

Almost as annoying as Jil, were the constant 1XP messages that appeared every time you moved one tile. It seemed unnecessary, although the Jake and Jil Level Up was nice. Allocating the points after levelling up was above and beyond most jam entries and a nice touch, although we seemed to have to randomly jab around the plus symbol to get them to increase. Were some of them locked? We didn't see a reason if they couldn't be increased beyond that number and there was no visual or audible feedback that you'd hit a limit. On the stats "Interlect" should probably be spelt "Intellect" but if English isn't your first language (or even if it is Dan), spelling is hard.

We picked up a key from a chest but never saw where it went or whether it was in our inventory. Or maybe it got used and we didn't realize? 

The was a graphical glitch when the double doors slid open and the door was partially visible in the wall.


Very well presented game that looked like it could be really fun to play, but at the end of the day seemed to lack content in terms of puzzles and things to explore and find. Maybe we hit the bug too soon. We'd like to see a full play through video of this so we can experience what the whole game was like. Great job. The toolkit looks very promising, best of luck with it.

We found Jil slightly annoying, in case you couldn't tell.

(+1)

Wow, you really went above and beyond to dissect this. I feel flattered.

And you are right about most of the things, obviously.

I had bigger plans for the town but had to cut it back. Most of the things you rightfully pointed out are the consequence of the time restriction. I usually aim for higher standards, but if you have a fixed deadline, you can only adjust scope and quality.

Adding skill points really requires pinpoint precision, but the stats actually do work and have an impact on gameplay. The only exceptions are Luck and Charisma; they are not used in the jam version. Wisdom, for example, will give you passive HP/mana regain over time. It's currently calculated as 200s/Wisdom = +1HP & +1MP. So with 10 Wisdom, you will regain 1HP/1MP every 20s. It has the potential to be a powerful stat in higher levels. STR will increase AP and parry chance, AGI will increase dodge and crit chance, INT will increase SP and mana, and so on.

The "1 XP" is part of the "endless" theme. Endless XP, yeah! Not a very spectacular implementation of the theme, but not the worst either. And I take it that you 'enjoyed' Jil's part of the "endless" implementation. ;)

In case you are curious: The key went to the party inventory, which is a shared inventory for all members and also contains the potions/Gold and other stuff, but unlike the potions, there is no UI yet to display them. The current implementation for locked doors just checks if the key is present in the party inventory and unlocks automatically if so. Of course, each character has their own inventory on top of the shared one, its modeled like this: player party (shared inventory) contains 1..n characters with their personal inventories. 

Free look is something I usually do not use if I can play keyboard only. But yes, it is a low-hanging fruit that adds to the feature count, so why not?

The bug does block a lot of the more exciting content, and I was thinking of showing it in a video, but it does feel a bit unfair to others.

Just a warning: Jil objects to your assessment about her; she wants to pay you a visit and give you an 'earful'. I hope you are ready for it. ;)

P.S.: I am going to delete your double post if you don't mind.

Sorry about the double post, we didn't notice we'd done that. Please show a play through video, we'd love to see all the content of the game, even if it doesn't change our rating and review.

Arlorean's wife is called Jil(l) so we felt OK saying this and we're always ready for the earful!

(+1)

Here is a speed run of a fixed version. Its the current build so it also contains some other fixes (Skillpoints buttons are larger) and some small changes (animation and speed changes of the mobs).

I wish I had more time for content...