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A jam submission

Legend of Dragon's FieldView game page

With only 30 days to prepare, can Ursula defeat the demon dragon and save the world?
Submitted by Apho — 1 day, 22 hours before the deadline
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Legend of Dragon's Field's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#63.5383.538
Audio#93.3853.385
Gameplay Polish#103.1543.154
Magical Girl Concept#113.4623.462
Overall#113.2973.297
Engagement/Fun#113.2313.231
Originality/Creativity#123.3853.385
Aesthetics#202.9232.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl Genre?
Ursula has a magical girl transformation with ursine physiology. While transformed, she has enhanced strength, durability, and agility.

Which theme(s) do you pick?
Bear's Origin / Dragon's Field

How does your game fit those theme(s)?
This is the origin story of a bear-themed magical girl and her teddy bear familiar. In game, you are tasked with defeating a dragon sealed under a field. There's references to all other themes as well.

If you follow any of the optional challenges, elaborate as you like.
Story Time: The curse of Minky Momo is referenced on Day 3; you can potentially get hit by a truck carrying toys, and on the same day, an earthquake will occur. Kaguya-hime is referenced in Audrey's route, where she rejects suitors by sending them to retrieve impossible items. Kanchigai shinaide yo ne: Ursula and Justin are tsunderes.

Were the assets for your game made during the jam? Elaborate as you see fit.
Some graphics, mainly backgrounds, were re-used/edited from my previous projects. Music and sound effects were free assets.

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Comments

Submitted (1 edit) (+1)

I have tried it in the begining of the rate period but I haven't beaten the game and decided to try it another time. Today (close to the end of the rate period) is the another time. Tried once with temperance build and got killed by the chocolate boss. I tried fortitude build, survive long enough to meet the dragon but lose. ahh it's difficult for me

Developer

Thanks for playing!

Submitted(+1)

Somehow managed to get a win on my first playthrough - who needs brains when you can simply punch harder? The checks were pretty tough to make - I thought I had been focusing pretty hard on one stat and still ended up failing some checks. Thankfully it's not like every failed check is an instant death, so I think that's probably fine. I'm interested to see how some of the other routes play out, and what sort of different strategies I'd have to utilize when on another line. My biggest concern was methods to gain Justice - there were a couple times when I made a choice that I thought would earn me some points that didn't, so I wonder if there's a way to clear up what opportunities you have for it. I get why it's not included in the lineup when you explain the other stats since you can't grind it like those, but I wonder if it might be worth including something about it there.

Developer

Thanks for playing!

If you don't mind me asking, what choices are you referring to that you thought would earn Justice?

Host(+1)

The game was more solid than I expected from the thumbnail; it has some solid, unique core mechanics as well as a well written enough plot. Overall it was fun.

Thanks for participating!

Developer

Thanks for playing!

Submitted(+1)

Another fun game from the Apho-verse! I wasn't sure if I was going to be into playing a stat-builder,  but I ended up enjoying it a lot. I hyper-focused fortitude and temperance, and ignored Prudence to the very end.... Prudence is for the weak! I also got the Audrey ending, peak character route!

Great work as usual! Your visual novels are always a ton of fun.

Developer(+1)

Thank you!

Submitted(+1)

I like this game a lot. As a jam game it's amazing how much content it actually has.

Games about raising stats tend to be fun and this is no exception, and the amount of different social scenes and stat checks makes me think I could see mostly new content even on a second playthrough. It's a very ambitious game and I'm impressed with how large it is.

I do think that it would have been a bit more enjoyable (and less repetitive) if the amount of times you could raise your stats each day was lowered, or maybe if some variety was added when you do (like when you recover sanity).

On another note I very much like your choices for implementing the theme for the jam ;)

Developer

Thank you!

Submitted(+1)

I liked the game but think some more hints towards what's needed before the battles in terms of stats would be handy! 

Developer

Thanks for playing!

Submitted(+1)

I find too repetitive the part of select options to increase stats.

I suggest reduce the scenes where must choose a stat. You could simplify it to a menu where you distribute your stat points.

Developer

Thanks for playing!

I'll try and see if I can make it less repetitive after the jam, but in the meantime, I guess you could hold control to skip after the stat choices?

Submitted(+1)

Nice job! I liked the humor and puns! 

I made it to the ending on my third try. The first I tried evenly upping stats but ignored sanity too much. Second try I went all fortitude and met a quick end. Third try I went balanced stats while always keeping sanity at 5/5. But even then I was failing checks left and right. 

I think my main question is how the check system worked - was I passing some checks and just not being notified about it, or not seeing the notifications?

Developer

Thanks for playing!

For the check system, there should usually be a notification in the top left whenever you pass or fail, with a few exceptions (getting chocolate on valentine's day, or checking if you have an ability from temperance training). Failing some checks is normal, you'll never enough stats to pass everything.

All fortitude (or any other stat) could work, at least up until reaching the cap, you'll just have to pick the appropriate option for your stat during combat.

Submitted(+1)

Good Stuff

The music changes match the story narrative, and the variety does a lot for the playability. Some of the switches are a little jarring, but that is easily remedied.

The quick pacing for the dialogue is nice. While this is the type of game I have a hard time engaging with personally, I think what you've done with the pacing has done a lot to fight the slog of constant narrative/dialogue.

The subtle squishy animation gives a hint of life to the characters, which is far better imo compared to static characters. 

I like the teddy bear.


Stuff to Consider

The menu at the bottom is distorted by the dialogue box edge texture at times and is hard to see.

When reaching the golem, despite trying every option several times, it always ends in failure. This seems to indicate a forced stat objective which isn't very fun when the game allows for stat personalization, especially so early in the game when there should be a lot more leeway for the player to explore customization results/consequences.

Developer(+1)

Thanks for the feedback!

Submitted(+1)

I particularly liked the state system, which allows you to decide which options are available. I also found the game really funny.

Developer(+1)

Thank you!