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A jam submission

Wild Map QuestView game page

Submitted by wolscott — 12 seconds before the deadline
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Wild Map Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#803.6253.625
Audio#1642.4382.438
Accessibility#1732.2502.250
Graphics#1762.6882.688
Controls#1792.3122.312
Overall#1832.4292.429
Fun#2111.8121.812
Originality#2261.8751.875

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7

Theme Interpretation
retro rpg

GWJ Participation Level
2

Team Size
1

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted(+1)

I wish I had some repel for the enemies that appeared every couple steps but I managed to defeat the demon king. I think the xp counter was abit off but good job for making the basis of an rpg in this time frame.

Submitted(+1)

Nice work, definitely nailed the classic rpg feel! Thank you for gamepad support!

Submitted(+1)

So many Nick sprites! I was quickly overwhelmed. It was really fun to play, and I'd love to play more!

Submitted

There are so many Nick Sprites ... must be a an infestation =)

Love where you going for with this game. Had fun in dungeon, but what a challenge!

There seems to be a little bug with the HP and XP calculations after defeating an enemy or drinking a potion.

Congratulations on your submission!

Developer(+1)

Actually what's happening is you are leveling up, but I never got the level display or a level up message working. Every time you level up your damage and max hp increases and the amount of xp needed to reach the next level increases by 20 percent. You get a flat damage boost of between 50% and 100% of your level (so at level 10 you are getting 5 to 10 additional damage. If you have picked up the sword this bonus is doubled. 

Thanks for playing! 

Submitted

Ah, now it makes so much more sense! =)

Will try again with this knowledge! Thanks.

Submitted(+1)

There's a lot of potential here and I can see the vision. I think the only feedback I have is that the powerups and upgrades were lacking a bit. I was hoping to find a spell somewhere to use, but never came across it. However, an RPG in a week not easy, so big ups for having this much done within the timeframe. Great work!

Submitted

Ambitious, all the building blocks are there, but doing an RPG for a week long GameJam can prove to be challenging. I couldn't play too long, because the CRT filter was hurting my eyes quite a bit.

Developer

yeah a blur pass would have really helped with the eye strain. but also there is a toggle for it, you can press the 2 key to toggle the shader. 
But you didn't miss much if you did some battles and walked around. There's a second area with a different tileset and battle background.
thanks for playing!

Submitted(+2)

Lots of promise. Reminds me of D&D from the Atari. But who is Nick!? haha

Developer(+1)

So the story there is that I needed a basic enemy. The equivalent of a Dragon Quest slime. And I was doing concept art sketches and thought "why not have a demon king who evokes like, the devil?" And then his minions would just be little floating devil heads. And I never got to make the actual game art for the demon king (the in game sprite was going to be for another basic enemy). But I was also thinking that enemies in JRPGs often have names that don't quite make sense at first. They'll be abbreviated in some way or be a reference to something and once you know what it is it makes perfect sense, but it's kind of obtuse. So "Old Nick" is a nickname for the devil, and "sprites" are a type of spirit in lots of European folklore. So it's intentionally obtuse, but not nonsensical. 

Submitted(+1)

Trying to execute on an RPG is always a big hurdle for a jam, so you should be proud of this for sure. I do end up wishing I could skip dialogue boxes sometimes to speed up combat a bit...

Developer(+1)

yeah the dialog box was actually the most difficult aspect of this. I tried several different implementations that did not work right and I had to change it yet again this morning just to get it this good. But the tl;dr is that there wasn't a proper state machine so there was a very strict linear sequence held together with await signals and chewing gum. 

one of my goals for this jam was to get better at implementing menus, and I can't say I really did haha. so definitely something I'll work more on in the future, thanks for playing!

Submitted(+1)

Interesting game. I like the concept, it's just a shame it wasn't executed fully to completion. There was stuff missing, like spells, more enemies, and more items. And the spawn rate of Nick Sprites was crazy lol. By the time I got to the demon king, I was over leveled enough to one-shot it because of how many Nick Sprites I had encountered. At some point, I also stopped being able to drink potions which was a little scary cause I had 2 health, but I was one-shotting everything anyways so it didn't matter. I think if this was just a bit more fleshed out, it could've been something really cool. Still, I enjoyed the art a lot, and the interactions in the menus were all super polished. Good job!

Developer(+1)

yeah, so the demon king being one-shottable is actually a bug where he is supposed to have 100 health, but when instantiating from the resource, it tries to set his current hp before updating his max hp, so it gets capped at the default max hp value of 18. But it's kind of good this bug shipped, because of the other bug you mention, which is that the potion button doesn't properly update its disable status in certain situations. 
So yeah with even another hour i would have fixed those and also lowered the nick sprite spawn rate. I'm really happy with what I managed to get done, and I'm glad you liked the art, I had fun doing it. Really wish I'd gotten to draw the Demon King (the sprite that's in game was going to be the other normal enemy, but I didn't even get the boss in game until an hour before the submission cutoff)
Thanks for playing!