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The Fragile Priestess's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #35 | 3.077 | 3.077 |
| Use of the Limitation | #35 | 3.000 | 3.000 |
| Presentation | #35 | 3.231 | 3.231 |
| Concept | #38 | 3.308 | 3.308 |
| Enjoyment | #43 | 2.769 | 2.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Octo Colos
Software used
Godot, Krita
Use of the limitation
You play as the priestess, who will always die in only one shot or one hit, but you need to keep stay alive to defeat the dragon
Cookies eaten
It was all crumbled together so I'm not sure but I think 5?
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Comments
Overall, I liked it. However:
The attack patterns are too repetitive, and there's almost no point in moving in the game; you just stand there and heal.
The shield is too unbalanced; it would be better if it had some kind of cooldown or at least didn't destroy the environment around it.
Thanks so much for your feedback and kind words! I am considering your feedback on the shield. I agree wholeheartedly with the first sentence, I’m planning on changing the repetitive nature of the attack patterns and making movement more necessary.
Really nice art and interesting gameplay, however I feel like the player should get more info as to what's actually happening. I don't know what buffing my units actually does. Also sometimes I just die for no reason. I dunno it's just all a bit confusing.
Thank you for your feedback and kind words! I initially wanted the player to figure out what buffing does by themselves based on observation, but after playtesting with others, I agree with adding more explanation in the future. I had not noticed that it was that vague since I was tunnel visioned with implementation, hahaha
I’m not sure if it’s really no reason that she dies, I have not encountered that in the game if such a bug was present. I only noticed that other people in real life playtesting would tend to not notice that a projectile hit the priestess because the projectile is too fast and they would be focusing on other aspects of the game. This might have been your experience too. She is supposed to die from only one projectile (as said in the story section, but I should have added it to a general how to play screen too). I’ll try to investigate how she can spontaneously die without being hit by anything, I’ll look into it one day.
I guess to mitigate that in the future, I’ll try to allow the player to see a slowed down close up replay(?) of how the priestess died right before the death screen, or at least draw attention to when the priestess is sure to get hit/to die. Somehow, I don’t know, I’m confused too.
Sorry for that ramble. Thanks so much once again for your feedback.
Thanks for your response. Is there any way a projectile can get through the shield guys and straight to the priestess? Because if so that might have been it.
In theory there should be no way. However, I might not have enough knowledge on how Godot (3.5)’s 2D physics and collisions work. I hadn’t considered it.
[It seems plausible because I rely on Area2D hurtboxes to despawn the projectile as it hits any of the party members. Maybe somehow this sometimes does not work (I thought it would every time). This might be solved by adding a collision node somewhere on each character to keep the bullets from penetrating. This probably only became an issue because the characters’ kinematic body 2Ds do not have their own individual collision 2Ds anymore because of some other issue I had to fix]
EDIT: I think it’s because of the movement speed bug this version has for the way I made the enemy projectile handle movement.
I’ll try to look into it when I have the time or when I revamp this game when I have more experience. Thanks so much for bringing it up!
I did some investigation of my own and it seems the fireballs can pass through the gap between the guard dudes.
I tried to attach a video but itch really doesn't want me doing it apparently
https://imgur.com/a/PKUoNuD Had to do it like this here you go hope this helps
Thanks so much for replicating the occurrence! I actually intended that the game would be that way so that the players would be very careful, but I understand why it would appear that the priestess would be dying unfairly out of nowhere. It also might just be better for the shield guys to be close to the priestess without allowing for gaps. I might tweak this in the future. Thank you for taking the time to show me what could have happened.
Oh, I see. Good to know. Thanks for your feedback.
You've done very well with the main menu art! The concept is great and the variety with the spells is nice, though the lack of sound effects leads to some detachment from the immersion and the dragon's somewhat excessive health makes the experience a bit cumbersome. Still, I enjoyed playing it!
Thanks so much for your feedback and kind words! I agree heavily with the lack of SFX and the boss’ excessive health. I had trouble with balancing the game’s parameters to be satisfying and that’s one of the biggest issues I noticed too. Due to my lack of experience with SFX, I decided to learn how to implement it in my next game instead to save time here. I hope that I’ll get to update this in the future with that feedback in mind.
Great game! I really like the idea behind the squad movement - it’s an interesting approach. I’d love to see more progression, more enemy variety, and perhaps a gradual unlocking of abilities through some kind of leveling system. Overall though, it’s a solid idea. I’ve actually been thinking about making something similar myself :)
I appreciate your thoughts! I do agree. When I get the time I’ll try to implement that. Thank you!
Really cool concept for both the "Support-" and the "Only one Shot"-Theme! I was just barely able to defeat all 5 stages with a sliver of mana left. The game could definitely be expanded in interesting ways, like getting to add members to your party, different battles, skills, upgrades etc.
The barrier-skill is a little bit too strong i think, as just tapping the button clears all bullets within range, so I was able to preserve alot of mana that way. (But I'm also not sure if the dragon can even be beat without that xD)
I would also say that the dragon becomes a bit too tanky in the later stages, as the gameplay doesn't change over the run.
Also I think there needs to be at least one attack that cannot be blocked with the barrier, like the dragon smashing into the party either on the top or the bottom of the screen, so you have to move out of the way.
Overall though really fun game, good job!
The barrier skill is pretty OP yeah, it was supposed to be balanced by a higher mana cost but I was worried that people would find the game too frustratingly hard, since you’re right, I’m also not sure if the game could be cleared without that AHAHHAA
You’re right about an attack that cannot be blocked, the gameplay does not change over the run, and getting to add different members/battles/skills/upgrades. I hope I get to add changes related to that one day.
Thank you so much for playing my game and for your suggestions!
Cool game! I like that the dragon felt very scary because of how fast it is and how much fire it makes. I am not sure how many health bars it has, as I was unable to defeat it. Because movement is slow, positioning was tricky for me. Great job!
Thank you! I’ll consider changing the movement speed on my next update to the game. Thank you so much for playing!