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A jam submission

A world without KingsView game page

Adventure RPG- Mini
Submitted by Inkspired — 1 hour, 7 minutes before the deadline
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A world without Kings's itch.io page

Results

CriteriaRankScore*Raw Score
Audio Design#292.3453.222
Narrative#341.9402.667
Overall#451.9812.722
How well the theme was used#511.9402.667
Originality#531.6982.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What Synty asset packs did you use in your submission?
Synty Particle effects
Synty Dungeon Realms
Synty Pirate Pack
InterfaceFantasyMenus
InterfaceSciFiSoldierHUD

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Comments

Submitted (2 edits) (+1)

I see screenshots of a dungeon and mentions of a boss in other comments, but I couldn't even get through the introduction area. I encountered a lot of issues unfortunately. I can see what you were going for and respect the attempt, but the game needs a lot of work still IMO. 

  • Settings button on the main menu doesn't do anything.
  • Credits button on the main menu freezes the game and I had to alt+f4.
  • Typo "sparbar" instead of "spacebar" in the introductory dialogue. lol 
  • No pause screen that I could find, so no way to exit the game or restart once playing. Had to alt+f4 to close the game.
  • Text shouldn't resize to fit the box as the letters are being typed out. It makes it nearly impossible to read until it's all done being typed out.  
  • Stealth kill prompt was very inconsistent. I'd be spamming E and it wouldn't stealth kill the enemy. It would also pop up when I was in active combat with an enemy.  
  • Default camera zoom is too close to the character. Thank you for letting me zoom out with the scroll wheel. But the camera zooms in way too much while crouched and is locked at that distance while crouched. Turns out crouching didn't seem to matter as I could just sprint up behind enemies and stealth kill them. So I just never used crouch.
  • The enemy health bars rotated with the characters. If the enemy wasn't facing me directly the health bar was unreadable. 
  • Sometimes I would hit enemies, the hit sound would play, but they would take no damage. An archer that was supposed to go down in a couple hits took about a dozen to go down for example.
  • There is an archway directly ahead of where the player spawns. I ran through it as it looked like a path I could take. Turns out it just goes outside the map. 
  • The game was brutally difficult. I turned down the difficulty to easy after 2-3 failed attempts and it didn't seem to make much difference. 
  • After about 6 attempts to get through the first enemy camp I gave up and ran around the side to avoid the enemies and go up the stairs at the back of the camp. I then fell through some stairs that didn't have collision and was stuck in the rocks. 

It's an ambitious project for a game jam and there is a lot here to like, unfortunately it needed a lot more polish. Maybe aim for a smaller scoped project for your next jam (this coming from me is pretty rich as I overscoped my own jam project, but still).

I enjoyed the little bit of narrative in the intro and the sound design and level design were pretty well done. I like what you were going for and I'm sad I didn't find it more enjoyable. I think with a little extra polish I would have loved this game and it could have been one of my favorites of the jam.

Developer

Thanks dude, appreciate the detailed feedback. 


You explored!!! That's straircase was on my list to fix as it should have dropped a rolling ball like in crash but couldn't get it right. 


Thanks for playing

Submitted(+1)

Very nice game! I couldn't really defeat the boss (I guess the giant knight was a boss).

I really liked the stealth kill animation.

Sound design is on point, music as well. Great main menu.

Overall a nice prototype!

Developer

It was the boss! Terribly scaled haha, did you get the lightning axe?

Submitted(+1)

Hey, really nice entry. This was an ambitious project! I think it may have been a little too big for a game jam entry. A smaller scope with more polish might have been better, but this is still very impressive. Here's some feedback for improvements:

  • Too zoomed in to the player character. The minimap was a very helpful touch. When speaking with other people, having the dialogue box resize the font during the convo is dizzying.
  • Fix AI pathfinding. Enemies were running in random directions and not patrolling properly when they were patrolling.
  • Stealth kill dialogue shows up every time I'm near an enemy.
  • It's funny that you can sprint up to a guy and still stealth kill him. I'm guessing that their "hearing" ability will be added later.
  • I wish I could have swapped between arrow and axe without going into the inventory.
  • No audio when using a bow.
  • Sometimes enemies would fall after being stealth killed but then when walking past them they would instantly stand, attack me once or twice and then fall again. I would have to kill them again while they were on the ground to stop this behaviour.
  • I was able to cheese the boss by sniping him from far. Adding a dark souls-like mist gate would be a nice way to stop this.

Great job!

Developer

Thanks dude! Glad to made it to the end.. by any chance trigger the final cutscene on the dead king? 

Submitted

No trigger! There was a dwarf who killed the king in the end. I tried to melee him but the dwarf buddy got to him first. After that nothing happened. I ran around trying to interact with stuff but nothing happened so I assumed that was the end.

Developer(+1)

Ah! Didn't get to test it, just write, configure and upload..


The dead dwalf was meant to have an epilog scene, I've just tested it in the build I uploaded and it doesn't trigger..


Appreciate all your notes, thanks dude!

Submitted

Many interesting things implemented, I explored the combats and terrain for a while. At some point I got lost on what to do next though (if I had to finish a mission/objective). Nice work.

Developer

Yeah, I lit the way with tutorial triggers! Kill some sandpeople- climb the cliff- go into the ruins, loot the door across the hall way for an epic weapon and there's a shield hiding along the way.. If you get past there, in the final hall you'll find the Death knight, who just hits every second and impossible to kill unless you roll 90% of the time :P

Thanks for playing

Submitted (1 edit) (+1)

Eight months into game development and you’re already creating jams like this, keep it up! 💪

(+1)

This game is quite an impressive achievement for only 8 months of game dev, and the massive map is quite an achievement for a 14 day jam. I enjoyed exploring it and using the stealth kill! I wish the mouse sensitivity was a little different, I found it hard to rotate player and camera during fights. 

Developer

Thanks for the kind comment! I had ambition for settings, especially for volume. I had an issue with my aim canvas resetting my camera zoom position, resetting it everytime.