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!)
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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!)