Yo! This game is fun. I like the attack is just moving into the enemy tile and it's a really neat way to do it. The rewards are fun to use.
The music and sfx are great and the camera shake is great. The text box is also a neat idea. This is really impressive to have done everything in 2 days.
The inventory system and the UI could use some more good artwork. I can think of going into the robotic theme and making every UI element like that of a golem or robotic element like the Robocop does.
Did you use buttons for inventory system to equip things? That's a fast way to do it.
Thank you, Lyon! I had a lot of fun making it, and I'm happy with how it turned out. It's rough around the edges, but the general idea of what I wanted to create is all there. With such limited time, I knew I had to make the simplest inventory system I could think of. It uses all built in Godot controls (Source code here). I plan on redoing it soon!
That was really good especially with how little time you had! The mechanics felt very intuitive and I always like when numbers go up. The only negative I can think of is the main characters sprite was a bit too bland. Congrats on making this fun short but sweet game!
Thank you so much for checking the game out. Watching you play it provided sooo much valuable feedback. Grats on defeating the super secret impossible boss!!! 🤣🤣
You're not wrong. I had to sacrifice a lot of my ambitions to meet the deadline for this game. I settled for a single dungeon with a few branching paths to victory or defeat. I am curious if anyone will find the optimal path to victory. That's where the depth of this entry is, but I don't think it's hooking people like I had hoped it would. Lessons learned for next time!
Congratulations on the release of the game! I haven't played classic RPGs before, but I have something to say. Personally, I would like more detailed, step-by-step training. I think that not everyone will enjoy reading the text. I would also like to be able to interact with the game via the keyboard, rather than clicking the mouse on the buttons on the screen.
I noticed that when you collect loot from the chest, you can't open the inventory. And there are no collisions on the right wall from the heart :)
Ooo! This project's first bug report. haha. Try as I might, I knew there's be something I missed. Oh well, we'll call it an in game secret for now. The loot/inventory interaction is intended behavior. Thank you for reporting it. And, thank you for your feedback!
If I had more time, I would have liked to have made a better tutorial and more content in general.
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Yo! This game is fun. I like the attack is just moving into the enemy tile and it's a really neat way to do it. The rewards are fun to use.
The music and sfx are great and the camera shake is great. The text box is also a neat idea. This is really impressive to have done everything in 2 days.
The inventory system and the UI could use some more good artwork. I can think of going into the robotic theme and making every UI element like that of a golem or robotic element like the Robocop does.
Did you use buttons for inventory system to equip things? That's a fast way to do it.
Overall Good job in completing it in 2 days :D
Thank you, Lyon! I had a lot of fun making it, and I'm happy with how it turned out. It's rough around the edges, but the general idea of what I wanted to create is all there. With such limited time, I knew I had to make the simplest inventory system I could think of. It uses all built in Godot controls (Source code here). I plan on redoing it soon!
That was really good especially with how little time you had! The mechanics felt very intuitive and I always like when numbers go up. The only negative I can think of is the main characters sprite was a bit too bland. Congrats on making this fun short but sweet game!
I defeated the beholder on my first go! Really cool game, good job!
Thank you so much for checking the game out. Watching you play it provided sooo much valuable feedback. Grats on defeating the super secret impossible boss!!! 🤣🤣
interesting concept but lacks depth
You're not wrong. I had to sacrifice a lot of my ambitions to meet the deadline for this game. I settled for a single dungeon with a few branching paths to victory or defeat. I am curious if anyone will find the optimal path to victory. That's where the depth of this entry is, but I don't think it's hooking people like I had hoped it would. Lessons learned for next time!
Congratulations on the release of the game! I haven't played classic RPGs before, but I have something to say. Personally, I would like more detailed, step-by-step training. I think that not everyone will enjoy reading the text. I would also like to be able to interact with the game via the keyboard, rather than clicking the mouse on the buttons on the screen.
I noticed that when you collect loot from the chest, you can't open the inventory. And there are no collisions on the right wall from the heart :)
Good luck with future projects!
Ooo! This project's first bug report. haha. Try as I might, I knew there's be something I missed. Oh well, we'll call it an in game secret for now. The loot/inventory interaction is intended behavior. Thank you for reporting it. And, thank you for your feedback!
If I had more time, I would have liked to have made a better tutorial and more content in general.
Classic rpg experience, short but sweet.. I didn't like hurting the turtle though T.T
Thank you for the kind words. Don't worry, all enemies simply stop moving. Nothing dies, they just get really sleepy. Remember to Hug a Turtle!
fun!