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A jam submission

The Sunstone LegacyView game page

Unfold a beautifully world where every choice leads to a new outcome.
Submitted by embohtotally, Naufalafif2015 (@naufalafif2015) — 13 hours, 27 minutes before the deadline
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The Sunstone Legacy's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#9351.7323.000
Creativity#9941.5402.667
Fun#10041.3472.333
Overall#10061.5402.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Preferred Name
our team is called Lume Gumi
call us by our name, the programmer is Adit, his instagram is @adit.rm_ and naufalafif as game artist,

Newbie?

Newbie

Yes - I'm new to game jams!

How does your game fit the theme?
1. The Protagonist's Journey: A Novice Adventurer
The most direct connection is through the player character. They are not a seasoned hero; they are the complete opposite.

First Big Adventure: This isn't just another quest for them; it's their first one. They have just inherited the map and are "just getting started" on their life as an adventurer. Their animations, dialogue, and even their mistakes will reflect this initial naivete and boundless optimism.

Learning the Ropes: The player begins with only the most basic "Tricks" in their arsenal. They are "just getting started" as a tactician. As they progress, they might learn new, cleverer tricks, showing their growth from a complete beginner.

Bumbling Rivals: Even the antagonists, the "Skeleton" fit the theme. They are also "just getting started" on their career as villains, which is why they are so comically inept and easy to outsmart. It's a world of beginners, all trying to make their mark.

2. The Gameplay & Mechanics: Starting Small
The game mechanics are designed to give the player a constant feeling of beginning a new phase of their journey.

The Unfolding Map: The player starts with only a small piece of the "Sunstone Chart." The full scope of the world is a mystery. Each major objective they complete might reveal a new section of the map, representing the start of a new chapter of exploration. You are always "just getting started" on the next leg of the journey.

The Node System: Every time you clear a node and look at the branching paths ahead, you are making a fresh start. You are at the beginning of a new, short journey with its own set of choices and risks.

Resource Management: You begin the game with very little—a handful of coins, a basic wooden staff, and maybe one or two snacks. You are "just getting started" on building up your adventurer's kit.

3. The Narrative & World: The Start of a Legacy
The story itself is fundamentally about beginnings.

Rekindling a Legacy: The "Sunstone Legacy" is a forgotten piece of family history. The treasure has been sitting there for generations. The player's quest isn't just a treasure hunt; it's the act of re-starting their family's story of adventure.

The First Clue: The entire game is structured like the first chapter of a grander tale. The map you find is just the start. The treasure you seek might contain the first real clue to an even bigger mystery, making this whole game feel like the exciting beginning of something much larger. The player isn't just finishing a quest; they are "just getting started" on understanding their place in the world.

In essence, "The Sunstone Legacy" embraces the theme by making the player feel like a true beginner on their first, exciting adventure, where every new path on the map and every clever trick learned in a scuffle is a new beginning.

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Comments

Submitted

Good first game, there are bones of a great game here. I like the risk/reward path choices. I think there needs to be more reward for choosing to fight. And the combat could signpost better More than once I found myself clicking only for nothing to happen because something else was happening. Maybe hide the dialogs then reopen them when a change occurs, hid the buttons until they are ready to be pressed. And maybe move the sprite to indicate it is there turn before they make their attack.

Submitted

I didn't quite understand why prevent the enemy big pinch, since it's the only kind of attack, other than preventive that I saw them make, it just make the combat last 1 turn more? no? since neither me nor the enemy will make damage?  Maybe I missed something? But I liked the map traveling Idea and the search of the treasure! And I will be sure to eat healthy meals capt'ain!

Submitted

The game concept is cool and its pretty impressive for a first game jam. However i think the combat could have been more interesting as I just used the same attack the entire game until i beat it