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Prelude to Peril's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #830 | 2.167 | 3.250 |
| Fun | #870 | 1.833 | 2.750 |
| Overall | #876 | 1.944 | 2.917 |
| Presentation | #914 | 1.833 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Newbie?
Newbie
Yes - I'm new to game jams!
How does your game fit the theme?
You are a hero who has been sent on a quest to save your kingdom! There is an evil dragon waiting to strike, and you must take it down before it does any damage. However, as you realize you are unprepared, you must first craft yourself some equipment so you can take on the journey protected. Take control of your hero and make as much equipment as possible as you "just get started" on this perilous quest!
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Comments
great game, i loved the idea and it fits the theme perfectly. Having the battle at the end and the number of crafts influencing on how hard it is was a great detail too. The only suggestion i could give is maybe setting a key to open the tutorial again bc i forgot what to do after having the craft done and i had to reopen the game just to see the screen again. Good job specially on your first game jam!!
Thanks for checking out my game! I'll definitely take that suggestion into consideration for the future, I didn't even think about implementing a way to see that page again lol. Thanks again!
Yay I defeated the dragon! I was actually surprised that the game had an extra minigame at the end after the Overcooked style crafting.
The crafting is simple but chaotic, and I enjoyed that there wasn't any "explicit" penalties for skipping items. I prioritized the ones I thought I was able to make, got to the dragon with 6 pieces of equipment and defeated it. I like how it helps you in the final fight.
If I could give any piece of feedback, I'd say that double clicking the stations was probably unnecessary (we could just get to one, click it once, and then go to the other).
Pretty cool, good job!
Thanks so much for checking out my game! The way you described the genre and game mechanics aligns with my vision quite well :). I think you played the game in the most optimal way by prioritizing items over others, and Im glad it made the experience less difficult it seems like. Just so I fully understand, could you clarify what you meant by the double clicking on the crafting stations?
Oh sure! Not the crafting stations, but rather the ones that give you materials. You first have to activate them, and then click again to pick up the object. They have a delay to give the material that's kinda too fast to do something else, but too slow to wait for. It was a small thing, though.
Ohh got it, yeah I originally planned to make those ones produce materials automatically, but I got so carried away with implementing other things that I didn't have time to do that. I do agree that the extra step isn't really needed.