Play Fairytale
Beauty is the Beast / Verliebt, Verlobt... Verwünscht's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #4 | 4.163 | 4.333 |
| Creativity | #6 | 3.363 | 3.500 |
| Gameplay | #6 | 2.562 | 2.667 |
| Presentation | #6 | 3.203 | 3.333 |
| Story | #6 | 3.042 | 3.167 |
| Overall | #6 | 3.267 | 3.400 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Heir to the Throne in your game?
The main character is a prince who, when he is about to get crowned, gets turned into a monster according to the Beauty and the Beast fairytale.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
I did implement the first and the second Bonus Challenge. The prince has to leave his home because he's a monster now, but finally finds the strength to protect the realm in himself.
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Comments
A fun little story, I really enjoyed the changes in perspective where you get to experience part of the story through another character's eyes. That was very unique and imaginative. I also enjoyed how it felt to find the clues you hid and use them; seeing them before needing them, and then remembering and implementing them felt natural and well put together. A few moments felt a little less fun, specifically the back and forth felt good in the moment I remembered the ladder and realized what to do, but the travel back to it felt a bit long and empty. I thought the idea of optional extras was pretty neat too. Overall, I had fun, thanks for making it. :)
Hi there! I played your game and I thought it had some interesting elements. I hope you don't mind some critique, this game is done, but hopefully it will help you with future projects. Don't worry, a lot went right, I just hope I'm not overstepping. If I am, please feel free to disregard this.
First I'll talk about the good things. While I played and rated this, because I have also submitted, I only write a review when I think something stands out. The game runs really well, and I never crashed the game. I thought I did at first, but I realized I did not explore enough to progress. I liked a few of your ideas like using what appeared to be items as conversation topics. I have seen it done, but thankfully yours did not disappear after using it once. I had to repeat those options so much, because that section was where I was stuck.
I also liked the unique design of the main castle, and that the prince had choices in what to say. (I actually liked the one try and that's it, of that optional hole puzzle! It really nails down his character.) I was really careful with choices after that, but I'm a little sad I did not get the lake screenshot scene with Daniel. (But that is good, because it encourages replays)
The story seemed a bit rushed (don't worry, play my first game Elemental Quest and know for game jams, we have all been there), BUT, and this is why it's in the good section, the main idea, concept, and what you had written, makes this sound like a super cute story that, even though it's based on something already existing, the twists were well thought out to the point where I thought it was really good (and I usually hate remakes, no one needed 'live action' Lion King...)
Okay, sorry I ran on a bit, but I hope I at least made some sense. That said, I have suggestions, but I am only using this game as an example. It needs more art. This game had some exploration and puzzles, but was mostly a visual novel. I think having someone (or yourself) make you even just a few drawings of your characters would really make this thing pop and not scream "I am an RPG Maker game!". Art (doesn't have too be super good art, just art) makes games unique even by itself.
While I really loved that you have brought exploration back as an important gameplay element, something today's games seem to lack, I still think the player needed a little more of a nudge. I believe you got extremely close to this mostly, but when it came to the random fay trying to drop those two a giant hint of "dudes, seriously?", I think the player needed something to lead them a bit, like maybe tell her to take a look around the castle or something. With the rest of the game, I used the nanny, Daniel, little Harold, dog, nun, and Amanda as these people must have my instructions. I also would have never solved the water puzzle without the hint, so maybe a tiny nudge for the prince to stick his nose in a prayer book would have been good, but like MYST you do not need to get people to get what the words in the book mean. That part was executed very well. Exploration is amazing in these types of games, and I think you got super close to really doing that perfectly.
Sorry that was a big paragraph, but now I'm wondering if that should have went into the good section too, but also I don't want to call this a bad section, just a tip section?
The theme, in my opinion, was also a little off. I know "Heir to the Throne" is a very broad topic, and yes this definitely hit it and the second bonus prompt about responsibility, but he left his castle of his own volition to solve his and his kingdom's problems, so I cannot call him a runaway. I think the leaving to go find a cure or help is more part of the responsible thing, because he just stayed holed up in his room for a good amount of time. However, do your choices change some scenes? You have an optional puzzle and I missed a screenshot scene, so maybe you at least dipped into number three's whole choices change result bonus? I'm just curious.
In closing, while the story seems rushed, it is still a great concept and a good look into the prince's character. The theme may have been rocky, but this is the best use of part 2 of the bonus that I have seen. I think it could use some art, but you were able to make nice explorable areas. One might get a little lost, but exploration is a great part of the game. Some gameplay elements even went perfectly in tune with the prince's personality and self esteem. Overall, I thought this game was pretty good, and you are well on your way to making something amazing. Thank you for making and submitting this game. I hope you continue to create more games.
Thank you so much for your kind words and for taking the time to write such a thorough review! Your advice is really appreciated and I will think about it when working on my next games. I don't really consider myself much of an artist, but you're right, the game looks pretty generic. I will try to change that in future projects!
There are a few secret scenes and alternative dialogue sequences, but only one ending. However, if you talk to Amanda twice after meeting Daniel in Griffonburgh, when the main plot is over, she will stop the earthquakes for you, that's completely optional.
it might be because i was playing on my phone, but i think i mighr have got softlocked somehow after the hole opens up in the ground the first time.
Thank you for reporting! The rock-pushing puzzle is intended to be optional; if you mess it up, you should just be able to leave the cave and keep playing. I didn't test it on mobile though, I will catch up on that!