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A jam submission

Arm of the Prince (WIP)View game page

The negotiations must fail
Submitted by Bakar (@Bakar_Zu) — 2 days, 41 minutes before the deadline
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Arm of the Prince (WIP)'s itch.io page

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Comments

(1 edit) (+1)
  • I had an issue with the lighting that made things much darker but I still managed to reach the end of the demo, though I don’t think I did all the fights. I left my specs in the video description in case it helps
  • After beating the Pseudoscorpion Q, the fight in the room right before became inaccessible (maybe intentional?)
  • It felt too easy to almost get softlocked when walking around tight spaces with Katrina
  • The AI pathfinding seems a little too cheesable, like with the audience at the beginning getting stuck at the firepit
  • I personally thought the difficulty was ok, maybe even a bit on the easy side since I didn't need to learn that your accuracy increases when attacking from behind or any other deeper mechanics. And the only other game like this I've played is Phantom Brave

Overall I enjoyed it, good luck!

Developer (1 edit) (+1)

Thank you for giving the demo a shot, and for the video too. 

That is a peculiar graphical issue...

I'm aware that the pathfinding has issues but you should've seen it before. It's a work in process.

I was not aware of Phantom Brave, I was mostly inspired by a game called Mordheim: City of the Damned, but I think I pretty much have to study that game now too. 

Thank you again for playing.

Submitted(+1)

Overall thoughts

sadly my time here run very short because i found your demo unreasonably hard. 

i like everything i saw: the dreamy atmosphere, the dialogue, the artstyle.

I've read i'm the only one to get filtered by this first battle, so i'm surely missing something. 

i'm willing to try your game again in the future though

Random notes

- the tutorial on how to equip your stick stayed on screen for just 1.5s

- lmao the change of tone during battle

- so, every enemy needs 3atk to die, but you die in 4. but you fight against 3 enemies on your first battle. the special "gemini" can hit multiple targets easier, but deals at max half life of an enemy. also you miss a lot if you atk from the front, so you should stab them in the back

  - I tried this first encounter three times. i could not solve this puzzle. Even when using the bonfire and the topside of the arena to juke enemy attacks; using gemini on 2 enemies i simply cannot win.

- Super imo: if even when exploiting enemy ai you cannot win the first effin battle of a demo, it's time to call yourself a noob and move on.

Developer (1 edit) (+1)

Thanks for trying the demo.

I'm not married to the battle theme myself, but I haven't gotten around to changing it.

Knowing that players are having difficulties with the first battle is valuable feedback. I believe the player should suffer whenever there's combat but frustrating people too much risks alienating them. It's a difficult balance.

Anyway, there is a way to beat it if you are curious for next time, but it involves exploring the level and talking to all the NPCs scattered around before picking up the stick. 

Submitted(+1)

>I'm not married to the battle theme myself, but I haven't gotten around to changing it.

i personally find the contrast very funny. If you want the tone to be "serious" then, maybe it's not a great track

>Anyway, there is a way to beat it if you are curious for next time, but it involves exploring the level and talking to all the NPCs scattered around before picking up the stick. 

lmao. and on minute 0 how is that conveyed to a player? problem is, most dd demos have an unfair difficulty beacuse balance is still not there; i have to admit that probably if this game was an actual release i would have tried to explore. But since we are in a dd setting... <___<

jokes aside; if this is your design, imo a "something" should show up to let you know that this game is not a corridor and you can explore. or you could change the level layout to make obvious that there is another way.Something like that.

dunno if you played nioh2, but there is a great example of "that" in its first stage.

Since you are a shmupper i'll give it another try tomorrow morning.

Submitted(+1)

So i've tried again:
- if i continue from my save with many failures: if i interact with mosca on the left or dog shop at the right, the fight will begin automaticly. i don't thing this is a bug, but i think it should be removed, beacuse only with the yellow jacket found on be bot right you can win that fight.

- also nice that you can gain money on game over. cause my "save" had money, but on new game i had no money.

- i won that battle easly with yellow lancer; game saved, loaded, and crashed at 100%  (-____-'')

- on load i'm at the bonfire area; i go and take yellow; i open my equip screen, and the battle starts (i have no stick equipped, also no shield)

- menaged to win by some lucky miss from mobs and didnt crash again. woke in a accampment.

End of game recap.

Imo, this first dreamy tutorial has to be redone:

the overall setup: "if you trust the your disembodied guide in this dream you fukkin die" is cool. From a gameplay standpoint, as this stands, it's a disaster. 

Yellow jack is pretty hidden, and i searched for him only after i died once more when i picked up the shield on the left; left trail is not hidden but you want it 80% hidden. Yellow jack is hidden for real. the only visible npc it's the only one that dosent offer any help.

I am personally against all of this. both from designer pov, and player pov. you want your player to guess what "the solution is" with 0 tutorial, 0 explaination. Pratically speaking, you don't even setup this scene like there is a solution to find. imo this is your biggest mistake in this dream sequence.

If i was a random player that found out this game by chance i would have given up on this "unwinnable battle 1v3", and bye. refound in 5min

>but net is a thing, and people might share the solution

For sure; but imo this is not something you do to win your first battle in the tutotial at min 0. Overall as a design feature of your game? sure, you can do it no doubt.

imo you need to restructure this scene in a way that a least 80% of blind new players can "find the solution".

Developer (1 edit) (+1)

Thank you for the feedback. I appreciate the extra attempt despite the difficulties.

I think you ran up into issues because of an oversight of mine regarding the save system. Nevertheless, I figure I need to research ways to nudge players in the intended direction too.

(+1)

Why are potions aoe? You can even heal an enemy if it's right next to you. Though, I guess you can also heal allies.

Intro has weirdness, like you can reopen the pause menu after the enemies start spawning in. Also if you die you respawn with previous items you had. And for some reason I can't use my Blade sub menu even though I have enough MP(this persisted and only went away after resetting). And at one point I won the fight but when pressing several buttons to spam the dialogue it allowed me to open a menu then exit to main menu without knowing what was going on. tldr; you don't stop the player from opening menus during cutscenes or dialogue, which seems wrong.

Having to redo the boring intro fight several times is making me sleepy.

Game crashed when exiting the cellar/ant cave(after 100% loading), and loading my save it keeps crashing. Guess I'll note that I leveled up after the fights, and equipped the found sword.

Still quite rough but I see you're working on stuff.

Developer (1 edit) (+1)

Thanks for playing, and for your feedback.

The crashing issues will be fixed in due time.

The UI breaking is a good find, there must be a small frame window I missed.

Submitted(+1)

More Bakar kino. Some thoughts/observations as I play.

  • I like the intro a lot, the atmosphere is cool and the character designs are really unique. It took me missing my first 4 attacks ti figure out attacking from behind improves your chance to hit
  • Moving around feels weird when sprinting. Its as if you have no inertia when you are starting/stopping, but changing to a diagonal from a cardinal direction instantly snaps your animation to face that direction while your velocity vector gradually adjusts. really minor nitpick 
  • Was pleasantly surprised to see Mosca at the item shop
  • dialogue noises IMO should stop once you have pressed the button to show the full text box instantly, another minor feel thing
  • went to the church and there was dialogue which assumed Katrina was present. I had not gone to the forge yet to pick up Katrina
  • I saved after picking up Katrina, trying to load immediately after crashed the game. Relaunched and the issue cleared up
  • enemy pathfinding on psuedoscorpions tended to bunch up and get stuck
  • polearm impale skill missed (did not roll to hit) every time even when the enemy was highlighted red
  • Polearm in general feels a bit weak, I'm consistently able to target 2-3 enemies with the sword but am rarely ever able to line up 2 for a polearm stab
  • Died on the fight with the Pseudoscorpion Q, reloaded my save in the room before and the encounter didn't re-spawn
  • Crash on leaving the Pseudoscorpion Cave, re-launching 2x resolved the issue
  • Hit the end of the demo, was excited for the new party member.

I listed a lot of bugs/nitpicks above but im pretty excited to see where this goes. I really enjoy the writing and appreciate getting a taste of the worldbuilding. Katrina and Alexandar seem like cool characters and I enjoy their dynamic. There arent enough RPGs that do the Shining Force thing of having an SRPG battle system on top of a real ass RPG so this really scratches that itch. Keep up the good work.

Developer(+1)

Thanks for trying the game.

A lot of the issues you mentioned seem to be recurring such as the crash when loading the fortress map. At the moment I believe it might be an export issue.

I recommended polearms because I think that the fight against the soldiers is difficult if you don't have any armor pierce, but balance is an ongoing affair. 

I'm very happy to see Shining Force mentioned because I love that game. 

Thank you for the feedback.

Submitted(+1)

The game crashed on my when i went out of the cellar. I let the game idle quite a while before finishing the pseudoscorpions down there, maybe that helps.
Its great to see the game progress. The town area is quite huge, didn't expect to be able to go to so many places. That said, the tavern barkeeper didnt want to talk even though there was a speech bubble. Even mules reacted.
The dialogue sound is charming, but when a character has a lot of text and i speed it up with Z, the sound continues for a long bit when it shouldnt, that was a bit annoying. I was able to highlight both Continue and New Game in the main menu by pressing wildly on my keyboard. Everytime i play this game i have to get used to the controls.
What i really liked was the improved targetting in battles. Finally i can fine tune where each character aims, thats good.

Developer(+1)

Thanks for playing.

I'm aware of the crashing issue and the controls will improve in the future.

The barkeeper has a model and a portrait, but no in-game dialog yet. A lot of things are half-implemented, but I am glad that people are looking around the fortress, I take that as a good sign.

Submitted(+1)


  • 7:25 Crash when loading new map after defeating audience
  • 7:55 I loaded the game despite never saving (is there auto save?), and woke up near campfire
  • 9:00 Not a crash, I just alt+f4'ed the game. not being able to quit mid-fight is very inconvenient
  • 15:10 Caltrops aiming colliding with characters is super annoying
  • 12:13 In settings when I went to resolution and pressed Z, it didn't switch to resolution selection.
  • 27:35 That name gag made me laugh
  • 29:00 can't talk with barmaid to get ale (it seems I got it from Mosca, but I don't recall game ever telling me that)
  • 30:38 2nd crash when loading again (generally it seems game crashes when loading when not in main menu)
  • 32:30 nun talks as if Katrina is with me, same with Modest later.
  • 50:40 You can heal enemies with first aid. He has a helmet on so I guess it makes sense if Alexander is pouring the potion on himself
  • 55:40 I died, loaded back, but enemies I died to were gone (also I had 1 less potion I think)
  • 56:50 It's really hard to see in narrow tunnels. I'd be nice if front walls would hide like how fog of war disappears when entering a room, 
  • 1:01:20 During big pseudoscorpion's turn something happened, and from now on camera was black when following him
  • 1:07:15 Hit myself despite game telling me I'll hit an enemy
  • 1:10:20 After emerging from tunnels, camera is stuck in close up until I reset it by leaving a building
  • 1:14:10 Pig's dialogue mark is in the wrong place
  • 1:18:00 Got stuck
  • Dialogue beeping feels late. Whole text is on the screen and there's still beeping.
  • I appreciate animals making noises when you interact with them.
  • The rng on attacks was killing me inside. I feel like I don't really understand combat, because I have no idea what causes the hit chance to go higher or lower.
  • Game really needs some tutorial on skills. I tried equipping some skills, but I don't understand why some are available and why some aren't. Also information that there are polearms skills at all. I thought I made a mistake by picking spear instead of a sword (I picked it on my own, I didn't see your post reccomending it)

"The demo ends when exiting the jail." Jail?! I assume that's the quest with Modest, but I thought it's not playable because it was supposed to happen after sun down.

That's a really big location. How populated with content do you plan for it to be?

Beside constant missing during combat I liked the demo. I really enjoy your writing, even when it's just talking with random npcs about sheep herding. Seems this is set before Afterlife Gladiator, so that'll be interesting, I'm waiting for more.

Developer

Thanks for trying the demo. A 1+ hour long video is far more than I expected.

I'm afraid the game has some serious crashing issues right now so I'm sorry you had to deal with that. To make matters worse I believe the culprit is the main hub stage.

I also believe that the game needs more tutorializing, I'm just not sure how to do it right now.

The reason why you were missing so much is because enemies have a much higher chance to evade attacks if they are directly facing you, unless it's magic which never misses.

I also can't let the player place caltrops directly under a character's feet.

As for the jail, it's the building near the center of the fortress if you really want to see what's inside. It's just some more writing for now.

I'm trying to be ambitious and make a lot more content in the future

Thanks again for playing.

Submitted(+1)

a much deeper game than it appears at first glance

for anyone curious, don't immediately pick up the stick on the first screen, talk to every other character first! 

i was softlocked because i thought the stick was a tutorial prompt, but it instead starts the combat (before you as the player are ready for it)

Developer (1 edit)

What's new since last time: Too many things, it's been 6 months and one day.

There are 3 side quests to complete: they are started by recruiting Katrina, talking to Mosca and completing Mosca's quest respectively. 

There are also 3 main quests that can be started, but only one can be finished.

The demo ends when exiting the jail.

If you get lost, that's good feedback too.

I recommend using polearms.