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Tales from Mirhelm's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #5 | 3.675 | 3.675 |
| Sound Design | #5 | 3.688 | 3.688 |
| Artistry | #6 | 4.000 | 4.000 |
| Game Completeness | #6 | 4.125 | 4.125 |
| Best Creative Twist on the Original | #7 | 3.625 | 3.625 |
| Best Most Like the Original | #13 | 2.938 | 2.938 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This feels pretty polished. I like the movement but found it pretty difficult and died 4 times really early on.
Really like the art and music, but I also suck at the game lol :D
The aesthetics and music were top notch for a jam game. Loved the smooth movement and the direction plus button press to allow for diagonal movement was a good way to handle a tricky problem. I think my biggest issue is the menuing felt clumsy which made engaging in the combat clumsy, especially when you are required to use abilities to get through the opening. Adding a hotbar with the abilities available to the player would have helped a bunch or some other way to quick cast abilities. Alternatively I think the menuing might feel a bit better with 3 changes:
These 3 changes should make using the menus feel a lot better to the player.
One other thing, is that I played with a controller on my second pass through and the movement felt really good on the controller. I suspect you played on controller?
Great job and have fun out there!
I appreciate the dialogue box, it's very different to the common rectangle in the bottom. It's also compatible with optional dialogue. Good job! I found the game to be rather difficult, though I liked the movement which allows you to think a bit more about your next move, instead of an instant move on button press. I would caution you to be careful though, because ctrl+w closes windows in the browser lol. The sounds, music and art were also very pleasant. Great entry!
Good shout for the ctrl+w, i did 90% of my testing on Godot's desktop play mode, Thank you for playing and I hope ctrlw didnt eat your progress xD
Nah, it was one of the first combos I tried out lol. In the starting room still. I was also more aware to these issues since the game before I got stuck because of a key action can't be performed with my keyboard... Some differences. etween language and layout that makes it different and impossible for me to advance unfortunately. But for that one I'll try to get it to work so that I can judge it fairly, since it can be considered my fault, not that the game is broken
Felt the beginning was well thought out, although some sound effects while going into the beginning text dialogue might excite the beginning.
You're so right, one of the biggest things I'd need to improve is onboarding, its overwhelming and a lot of reading upfront without much space to learn, and a more stimulating introduction would do so much for that
Thanks for the feedback everyone, this gamejam has been very fun
Just noticed this was your first game and jam too. This is really impressive for the systems you were able to create!
It's a well polished game and I see the the many ways you could play it, but it's really difficult to get anywhere without dying. The story addition is a nice touch !
Great idea to frame the gameplay through a narrative introduction doubling as a concise tutorial. It's cool to see dialog in a game like this. I thought that gave it a little more depth and guidance to the player to softly land into the dungeon. It's obvious you relished in writing out a nice backstory for the game to get into the mood of their adventure. It also helps frame an objective which isn't always the case: a Zelda-esque item hunt throughout the dungeon.
The radial approach to actions and movement is interesting and unusual for the genre, making it a little more unique too. It opens the potential for the use of abilities and diagonal targeting instead of simply just bumping into enemies and calling that a combat system. You've put a bit of thought into designing additional layers of combat to make things engaging, like weapons based abilities, and created a very responsive and detailed menu system to keep the player in control of all the features on offer. This is a game brimming with ideas to show.
As a point of constructive feedback, the trade-off is that more options and features can take a little more time and delay to pick up and play. Picking up items, or crossing a door, require the player to change key for a moment. I think this is fine and just reflects this is also a bit of a turn-based strategy game sitting over a roguelike. It's also, even with the abilities, pretty damn punishing! But the path of initiation of the Paladins was never meant to be easy!
I'll be honest— I didn't enjoy the gameplay at all. While the game has significant depth, it simply wasn't for me.
Blown away by the amount of features the game has. Controls were easy to get used to, but I could not get past the first level xD
looks very complete and fun, unfortunately i suck ass at it. a fun twist on rouge for sure