I made the ugliest MC ever and loved it!
Check the stream!!
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underGROWTH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #28 | 3.708 | 3.800 |
| Presentation | #36 | 3.806 | 3.900 |
| Creativity | #51 | 3.513 | 3.600 |
| Adherence to Theme | #56 | 3.416 | 3.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thank you so much for checking out the game! Watching this was quite helpful for me as I can get a live reaction of any bugs or pain points that I wasn't able to address during development.
Just to clarify on some points of confusion, the quests aren't random unfortunately but I had initially planned for them to be random in a rogue like type of way, but due to the time limit of the jam I wasn't able to follow through with it. And I think because I planned the game around independent scenarios, my writing suffered quite a bit for it.
The reason why the quests may be different for some players is that I have conditions based on classes for 1 quest (the thief quest). Essentially, you won't have that quest if you picked rogue as you are already the king with the kingdom's thieves working for you, but if you were a separate class you would have it and can recruit the thieves at the end. Basically, it would play out similar to like Live A Live's ninja chapter where if you kept your kill count low, you could recruit the thieves at the end of the mission and unlock lockpicking.
Another point is regarding how levelling and skills work in the game. I don't have traditional levelling in the game, and my characters develop based on the actions they perform similar to FF2. So if you do physical attacks more your Attack attribute increase and if you use magic spells your MP increase, etc. I also have a system where depending on the skill you use, you could potentially learn new skills. Such as if you used fire you have a chance of learning Fire 2.
I think one of the reasons why the game was so easy was that I was unable to properly balance the way skills are obtained so you could beat the game more easily by getting strong skills early. But I think with properly balancing later I should be able to make the combat better later. However, I must confess that I was worried that, since this is a game jam, I would make it too hard for people to complete so that's partially why it was so easy.
With regards to the permadeath system, I have a limited amount of LP points for each character and every time a character would die they would lose 1 point. Once these points are all used up the character is permanently gone. In addition to this, enemies can attack knocked out characters in battle to decrease their LP points so it incentivises the player to revive their characters quickly. Watching the stream was quite helpful because it showed that I should balance the stun mechanics a bit better so that the player can revive more easily instead of being stun locked. Also your idea of making a character sacrifice at the Myconid quest is brilliant and I think I am planning on including it in the post jam version. I definitely had a plan to make a part where you are forced to sacrifice a character but didn't know where to put it, so this helps.
And thank you so much for showing the bug regarding the Myconid quest, what should have happened was that the fast travel point for the Myconid village would have been removed after the quest so you can't trigger it again but I think I didn't put the removal command before the transfer back to the palace so that's why it's still there. I will definitely fix this later.
All in all, thank you for playing it anyways. And sorry for not being able to balance the gameplay properly! I think I bit off on a bit more than I can chew regarding my ideas for the game jam so there were many things that I wanted to fine tune and include but couldn't.
underGROWTH
known bug from changing team formation so I didn’t change the formation.
First Impressions:
Definetly RPGMaker in a good way, Character Creator, Unique Biomes, Lots of Space, Cool Party Managemant System.
Mini Essay:
Full screen with music, the title screen looks more like its for a generic RPG than this specific game. Also the volume is astronomical, everything had to be turn down by a minimum of 30% before I could think again. Really appreciated the maual progression on the intro text.
The quest system feels like a random draw from the potential quests available other than the quests given by talking to NPC’s. Reminds me of Monster Hunter a bit other than not being able to return to the map once cleared. The combat system is cool, I really appreciate the initiative system, speed system, and that the turns aren’t timed along with the initiative system. That said there are so many effects going on I started getting a bit dizzy and I had to reload a couple of times when my whole party was stunlocked, near instakilling my mages and healers. Also I didn’t change my party lineup but the priestess after dying was randomly turned into a soldier dude while the other dead party member revived?
The soundtrack was good and the soud effects were excellent. Yours was the first game with smashable pots, barrels, and chest that could be picked instead of simply opened. The footstep sounds syncronized with the steps to a magnificent degree.
The story is interesting and I’d love to see more of it, the little bits of lore that could be picked up created a setting I was excited for and enjoyed exploring. A couple of the dialogue option boxes in the sections where you get to choose a response were dipped below the physical edge of my computer screen so I was unable to read them.
Also I don’t know if it was purposeful or not but unlike the other maps with mobs the Myconid village can’t be left before giving in to demands or fully clearing the map sending you back to the throne.
Very Fun Game, I already replayed it. Waiting for more!
For the priestess dying part it was because of the perma death mechanic of my game. Basically when you lose all your LP points on a character they are removed from your party and replaced with a reserve unit from your barracks until you no longer have any characters left. So that's why when the priestess died she was replaced with the soldier.
Also thank you so much about pointing out the issue with the dialogue boxes, I think the reason for this is just bad UI practice when I was making my choices. I used a plugin to adjust the size and location of my choices, but since I wanted it to look like a message box with choices, the plugin only allowed me to hard code the values instead of doing it through a script based off screen size. So while it may look right on my computer I think in some computer screens it will look off.
The Myconid village was intended for you to complete before leaving as you are trapped there by them.
I initially wanted it to have some roguelike elements with the ways quests are presented and each playthrough you will have a slightly different set of quests, but I couldn't implement it in time so that's why it ended up with the current fixed order.
Regardless, thank you for checking my game out. I would definitely keep these feedback in mind when working on similar projects later and when I try to fix the game a bit post-jam. And I am quite glad that you found the story and setting interesting, because I was worried that I couldn’t put as much effort into it as I normally would.
This couldn't have possibly catered any more to me specifically, I LOVE the SaGa games! I need to know how you did this!
I had to use a lot of jp plugins for it. The main ones are the Formation System plugin, this one for Glimmers and this one for Attribute Growths.
The visuals were really polished, with the camera work in battles and the animations. Was really fun to make my own character in the beginning, and the area traversal system was a neat addition!
The fights were a bit too long with so many enemies per troop, and having to fight all of the myconids. After the myconids scene I was compelled to just dodge all enemies in the catacombs, and in the end I could just avoid all but one fight (the last one).
Overall great effort!
here's a speedrun of the game:
Ohh yeah I agree about the issue with the Myconids. I thought that since I allow the player to use 5 party members, enemy counts should be slightly higher but I think this balancing gets impacted with the Myconid part since they like to spam status effects and you have to fight all of them so it will end up being a bit tedious.
However, a part of me did want to make it somewhat long since you are essentially wiping out their entire tribe and to make the sacrificial decision feel easy to do but with implied consequences. But yes that's definitely a part that needs better balancing.
But thank you regardless for checking out my game. It's very interesting to hear other people’s thoughts on it.
Note. There's a small UI bug regarding the functionality of my FixedLeader plugin. You can replace it with the fixed version below or remove the portion of the code regarding the fixed menu display order.
https://drive.google.com/file/d/1YZJa7Jn3U4V9nBD2q4uWnjyeRjWj0g3W/view?usp=drive...
There were a lot of cool mechanics in this, and it was surprising to see such an in-depth character. I played for about 25 minutes, and it was chill fun. I liked how there's decision-making too, and if this gets expanded on more, then I hope those choices will have bigger impacts in the future! Good job!
Thank you! Because of the time limit of the game jam I had to make a bit of a sacrifice when it comes to the writing and decision making. But ideally, it would have been almost like a CRPG in terms of choice and consequence. If I ever expand on the game or do a similar idea for a future project, I will definitely make visible consequences for those choices.






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