The game’s art is great, both the pixel and the 2D work, congrats! And there’s honestly a ton of content, so many different enemies and portraits, really impressive that you managed to fit all that in! The dodge mechanic to the left or right was also a good addition for a turn-based game.
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Trials of the Unbroken's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #337 | 3.959 | 3.959 |
| Overall | #557 | 3.301 | 3.301 |
| Audio | #558 | 3.194 | 3.194 |
| Innovation | #581 | 3.112 | 3.112 |
| Enjoyment | #598 | 3.378 | 3.378 |
| Gameplay | #647 | 3.143 | 3.143 |
| Theme | #915 | 3.020 | 3.020 |
Ranked from 98 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You can either choose to fight the boss immediately, or walk around a bit and see if you can find a way to be stronger. Both have their fair share of risks.
What code and assets did you not make from scratch during the jam (if any)?
Music by Dova Syndrome
Used Dialogic Addon
How many people worked on the game?1
Comments
Played it, I like how you implemented the theme in your game and I loved the character portraits!
Wow! You put so much into this and for a single person, super impressive. Great work on the art especially! I haven't played a game like this where you have to control your position in the lanes during combat, super cool! My only feedback is maybe you could make it so that you can move into any lane, instead of having to move one by one (i.e moving from left most lane to right most lane takes 2 turns currently). Awesome work on this one!
Wow did not expect it to be so fleshed out, it's ambitious but it works so well! Liked that you're risking your literal health without healing after each battle. I found the dodging mechanic quite effective as well, though it took me a second to realize I had to move around. I could really figure out the enemy patterns and work around them, especially with the upgrades you can get. The art was great of course, and the music brought together the tense atmosphere. Great work!
Impressive work all together, but the art work as in a league of its own!
i really loved the story it reminded me of undertale for some reason
good job
Great job! The premise and art style definitely made this game stick out, and I enjoyed how risk was utilized in choosing to do damage, sacrifice health, and dodge attacks. Getting stronger definitely felt good too, although I felt a bit betrayed when the hooded figure made me answer questions where the correct answer was having mercy, and then when I showed mercy to the final boss, I got punished for it, but I guess that's the ultimate risk it for the biscuit moment. I did enjoy the different choices you could make overall, and I played until I got 3 different endings, although I'm not sure if there are more. Overall, great job!
Thank you for playing, and I'm glad you enjoyed it! You aren't the first one to mention that little thing with mercy. That's honestly a minor oversight on my part. I might even go as far as to call it a plot hole. I don't fully remember all the endings as making that part was kind of a blur to me, but I believe there are around 3-4. Good job getting most, if not all, of them!
Neat game. The combat is a bit simple, but it's fairly clever and I enjoyed using movement + abilities to dodge attacks. It's also cool that you can fight the boss and beat her early. Unfortunately, I didn't get to fight her at full strength because I talked to an npc right before entering combat which seemed to softlock the game. But overall, good game and I hope your brother has a very happy birthday!
Yeah, I aggro'd one of the orbs and for some reason decided to press "e" by one of the hooded people as I ran past. I stopped and the dialogue box opened, but then I immediately went into combat as the orb caught up. I think the dialogue box stayed open and was interfering with the combat UI because I couldn't click on anything.
Very cool idea! Would like to see more feedback on the fight. I feel it's kind of easy to miss the damage area; I didn't see it.
The "risk" is pretty solid here, not just to get a stronger attack, but the ability to dodge attack while sacrifice the movement. IMO, the game will look and had a better experience with add some feedback on each combat mechanic such as sfx or effect. This add on will boost the experience further more and add reward for each action. And how can i find a waifu on this jam haha, lovely!
Well done! I think some audio feedback for attacks would make a world of difference. The lane switching for attacks and all the mechanics implemented in the game are ambitious for a 7 day jam. Great stuff overall, had fun with it!!
It's honestly impressive how much functionality you were able to implement in 7 days by yourself: multiple enemies, encounters, quests, and combat mechanics while also creating fairly detailed art for the characters and environment. The game was also fun to play through. Well done!
Pretty nice art and music, though a bit action feedback would be neat. Rare to see an RPG in the middle of gamejam :D.
Pretty fun premise and the dance mechanic, but the core gameplay is pretty dull (at the start I think, I didn't go very far - I did get to the trial on the left side)
1. The game opens with "Try to keep your HP through battle as much as possible" -> leads to player playing extremely safe -> battle takes a long time to beat, especially the small first enemy
2. From the above, the only time to actually strike is to wait til enemy is on its first turn off red, then get out.
3. So out of 4 turns, 1 move in, 1 move out, 1 move in, strike, 1 move out. Only 1/4 of the time the player is actually dealing damage, and if the player plays it safe, it takes a long time to just finish the first 2 or 3 fights
4. And it does not feel rewarding at all since there is no reward for taking risks
I know the game did heal on entering the left trial, but by then the player has already learnt safe -> good.
Thank you for your critique! Upon playtesting, I did realize the combat could get pretty slow, especially if there was only one enemy. I actually had to adjust the damage the player dealt so it wouldn't be as slow. The combat definitely needs to be improved upon. If I ever come back to this project, that's the first thing I'll be working on! Thanks for playing :)
Awesome artworks! A very polished project. I really like the fighting mechanism - it's a clever way to fit the theme. The map is also fun to explore. Bravo!
A nice RPG-lite experience, and the visuals are nice. Also nice to see multiple endings here, from good to evil endings.
The art in the game is great, it's really hard to have a well-done gameplay and art together as a solo game developer but you did it, Bravo!
Nice art and music, interesting take on battles.
Few cents:
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Time to fun in this game is very long, I guess this starting dialog may be significantly shorter without losing the main points of it.
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There is almost no feedback on attacks besides the health progress bar. Adding at least some sound effects on hit / miss would improve the game feel.
You are an artist after all, so if you think that this dialog should be this long - it’s totally reasonable decision. So my take is only valid from the marketing perspective - the faster player can actually start playing, the better.
And in anyway congratulation on releasing the game! You are just one of 2 000 brave souls out of 7 (or 8 now?) billion people on Earth who made the game from scratch that week!
Yes, I am an artist and writer at heart and prefer games with more story! But, I do understand that perspective may be a bit niche, as a lot of players play games for the gameplay. So what's important to me is finding a balance between the two. This was probably my least story-oriented game, actually, so I think that I'm at least improving! Now I just need to figure out how to make the gameplay part more engaging! Thank you again~ :)






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