A downloadable Game Demo

IGMC Entry


Play as Repari and stop the Evil Queen from being brought back to life!

[IGMC - 15 minute demo version]

Remember to climb up and down walls by holding the direction you want to go and pressing Z. 

Also remember to dodge attacks with X before the animation hits you! 

Successful dodges cause Repari to regain AP,  which can be used to fuel their special PSI attack.

Story/Graphics -harkenweb

CONTROLS

Move - Arrow keys

OK - Z

Cancel/Menu - X

Climb up - Up + Z  (below reachable area)

Climb down - Down + Z (above reachable area)

Dodge - X (During enemy attack turn)

XBOX GAMEPAD CONTROLS

(Also works with a gamepad! but help text only describes keyboard keys)

Move - D-Pad/Left Analogue stick

OK - A

Cancel - B

Menu - Y

Climb up - Up + A  (below reachable area)

Climb down - Down + A (above reachable area)

Dodge - B (During enemy attack turn)


Follow  me on twitter @harkenweb

Definitely excited to develop this game further! lots I wanted to do but didn't have time for in this GameJam, stay tuned to see what happens next with Repari!!

-DEMO version temporarily disabled for download

StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorharkenweb
GenreRole Playing
Tags2D, igmc, JRPG

Comments

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Made a video

First thing that stood out to me when booting this game up is the visuals and music. The game has a really a cute minimalist pixel art style and the retro music choice fits it very well! The cute animations of the sprite as they jump and climb gives that extra spice and I like how the map transitions from each area for this particular game.

Since this is a demo version, it is very light in plot with small interactions that imply a possible bigger game in the future. I did like the small glimpses I got to see of funny characters being around in this setting, such as onions.

Overall combat is currently simple with a basic attack, skill and item option. The unique part is that your dodge is active time based on your input and restores ‘MP’ with each success. It makes the battle more engaging in real time and I like that aspect. I do wish that the success window to dodge is slightly clearer/obvious or larger however as it is admittedly hard to pinpoint even after getting the hang of it. In case of the fireball, there isn’t really an audio or visual sign that hints at you that this is the exact time to jump outside of the movement of the fireball itself, which is easy to make a mistake and jump just slightly too early or slightly too late.

Literally joined this gamejam half way through and submitted a last build at about 2 minutes before the deadline D: (My heart was racing!)


Already I've noted some bugs I've missed.
The 1 step hop might 'glitch out' if you backtrack instantly, you just need to be clever and approach at the correct side  (I should have put an conditional check of some sort) 


Also when climbing down a wall, it might look like you can't go to the next screen when reaching the map edge... that's my fault for forgetting about what is displayed on the screen in each segment! As there is no grippable area on the area below that spot you're on,  You'll just need to shimmy along to the left of right and try to go up/down from that spot instead. (But how were you meant to know that? you can't see the next area!)