Thanks so much for playing and I’m glad that you liked it! I’m actually surprised that you felt similar beats between our two games but that’s a good thing! I need to play your game sometime during this jam. I’ll make sure to tend to your feedback as well if I get back to this project!
Knightly44
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Very impressive game made by Berry! All the art in here is very beautifully well done and the fact that you got all of it done in such a short time is impressive! Despite there being no words, I understood the story and it's very good and engaging all the way through! The music played a big part in it being so emotional so well done on that end! The gameplay is really simple as well with it being just simon says however, I felt as if there were stakes which made it really interesting especially for the final stage. Once again despite the wordlessness, I perfectly understood what to do! I liked as you get further in each level you start to rejuvinate the enemy more and more! If I were to make one small nitpick though, I didn't really know how to activate my powerups (if those are what the icons were supposed to be, then if they're not then I'm wrong). Overall though, I liked this game a whole, whole lot! You should be proud of yourself Berry!
I really liked the gameplay loop of recruiting monsters or devouring them for exp, the party members were really diverse and I found them really helpful for support. However, for the devouring aspect, I felt as if this jam version can't really cover the bases because of how short it is and how you don't really need to do so in order to beat the whole game, but that's just a me thing. Speaking of the systems, like the others said here, it was kind of confusing what to do at first as there's little explanation for what's happening. Despite this though, it's pretty easy to get a swing on things as you get going and it can be fun (at least for me). What I'm really confused by is the story though, there isn't really an intro to give like a brief hint of what's going on or who the characters are or their motivations for the things they do. I felt as if I was dropped off somewhere nowhere and not until I defeated the first "boss" I knew exactly what the characters were supposed to do. What I really liked were the custom graphics! I liked the monster designs a lot as well as the overworld sprites, but if I do have to say something, the styles of the sprites and the battlebacks/overworld clash since they're not in the same style imo. Overall, I liked this game and with more polish, I think this can be a full game!
Thanks Kv for playing and your in-depth analysis! I really appreciate it as it gives me more insight into what the player might be thinking. First of all, I’m glad that you love the art, that always makes me feel appreciated! Secondly, about finding out what to do to progress, if I can go back to this project, I’ll make each item’s description more helpful on what they can do and perhaps I’ll add a hint system. Thirdly, about the bugs, I’m sorry that you had to experience them, but thank you for finding them. I barely had any time to test for what bugs people might find, so this helps me out a lot in future versions. Overall, thank you for the feedback!
It has been a very long while since Ultionem's devlog has been updated since school has been taking a lot of my time, but a lot has happened in the meantime. For background context for the project, check out the archived devlog https://itch.io/t/1274377/ultionem .
As for the updates, for the story, I've been working on the first dungeon and here are some areas of it, as well as the redesigned main character:
New enemies have also been created for the game as well as well as a new mechanic added where if the player character is equipped with a certain accessory, there's a random chance that at the end of a turn, a skill will be activated and each accessory has their own random chance to activate the skill:
I have also changed the shop system to have a new ui which can change every time you enter the shop:
I hope that I can continue to update this project and finally release it out to the public. Thank you.
Thanks for bug breaking the game, I hoped you liked it! Also, thanks for giving me the bugs that I needed to fix and suggestions about certain things like the wording of the reset text and to make the battle log a little bit slower. Also, sorry I didn't knew you were colorblind/had any impairments that would make the puzzles harder, I'll try to fix that! To clarify some things, I'm really sorry for the abrupt ending, I was originally going to make the game longer, but due to the time limit on the game jam I had to finish the 10 floors and make that the demo which wasn't exactly where I would have wanted to end things. Also for why the plants don't respawn when you enter a room but do respawn when you change floors, that was the original plan since I didn't want the player to as quickly farm and for the enemy respawning when you enter a room rather than when you change floors, I could change that if it becomes a problem. Lastly, for the shop, the original plan for it was that instead of just shopping at one stall and then getting a cookie after your purchase for that stall, you could get a cookie after each visit and purchase from the shop no matter how many stalls you shopped at, but I couldn't get it working in time since the players could cheat and not buy any items, but still get the cookie. It was easier to take care of this problem if it was with single stalls only, however, if I can't make my original plan happen, your idea for improving the shop system would be really beneficial for me! Thank you once again for finding these bugs!
Thanks so much for playing my game! It was my first time using rpgmaker mz and therefore the effeseer animations, so I should probably fix that after the jam. I was originally going to make my own animations, but I ran out of time. I'm also planning to add more content in the future as a side project, so the story's quite not over yet! Thank you once again!
I really enjoyed how this game played out! The castle and monster aesthetic was pretty great and fits the storyline. When I first played this game, I didn't quite know what to expect based off of what the previous comments said, but once I started getting into the game, everything started to fall into place, and a feeling of dread stayed with me as I continued. However, the ending made that feeling pay off to create a bittersweet ending which was further exemplified by the cutscenes that appear after each "boss". The battles were very simple as well which helps casual players get through the game without much rage which helps not add any extra baggage that might slow down the pacing. Overall, I really enjoyed this game's storyline and gameplay!
Warning: The song used at the beginning of the game after the title screen called "Keep Calm" by Jahzzar was originally created in October 25, 2013 and released under freemusicarchive. However, a song called "The Sim Flower Hills" by Dung Konia sounds very similar to "Keep Calm," but was released in December 12, 2020, so if you want to be safe, mute the first section of the game until a certain point in case the algorithm detects "Keep Calm" as "The Sim Flower Hills." in case of copyright claims. Sorry for the inconvenience.
Hello Everyone!
I'm currently working on a game called Ultionem. Ultionem is an RPG about a ghost trying to uncover the mystery behind their death and remember what they had left behind. Each location the ghost visits, they slowly get closer to reaching that answer! The game features many locations in the mortal realm and the supernatural with characters that you will either communicate or fight with!
Here are some screenshots below of the progress I have so far:
Currently, you can only contact me on my twitter Knightly44, but right now, it mainly focuses on art, but hopefully I can post more updates there!