Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Grimoires Of Arkana: Marina's OdysseyView game page

Death would have been the end. But for Marina, it's the start of a mystery.
Submitted by AceOfAces (@acemod13) — 6 days, 16 hours before the deadline
Add to collection

Play game

Grimoires Of Arkana: Marina's Odyssey's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#423.7143.714
Controls / UI#503.5713.571
Overall Fun#893.4293.429
Art / Graphics#1103.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

RPG

JRPG | CRPG | MMO| RPG

Rating

For 13+

Leave a comment

Log in with itch.io to leave a comment.

Comments

Jam Host(+1)

So I know you were at the stream at the time but here is the VOD: https://www.youtube.com/watch?v=M3O1JNKNees

Submitted(+1)

Time to test games in the train again! I played the game for like 1h and I think I barely scraped the surface. But it was enough to note quite a lot of things. Here is what I noted, in chronological order:

-The title screen looks nice.

-I’m not sure what the point is of having two launchers.

-The title screen looks like it is missing a title logo or something.

-Can you please stop hiding and showing again the quest window during the dialogues? It is so distracting.

-Maps could have more life in them. There aren't many NPCs, and most of them have a single line of dialogue that doesn’t change when the story advances.

-The design of the maps suggest that you may be able to use the stairs or explore beyond the limits of the maps, but actually, you can not, which was a bit frustrating to me. Especially since they are maps where you actually can and must go beyond those limits later.

-There is quite a few passability bugs in the game (I linked some), I would heavily suggest hunting them down.


-Oh, actually you can hide the quest window from the options. Good bye.

-I’m not sure having the enemy guard every 3 turns makes for very interesting gameplay, especially if they are supposed to prevent the player from running away or guard when acting last in the turn.

-I was able to easily go to the end of the cave without triggering a single fight. I didn’t even do it on purpose, I was just testing how long the enemies would follow me, and I ended up at the boss.

-I would suggest putting some numbers in the item’s description (like for example saying that the feta heals 20% max HP), especially since you can already see them in the item menu.

-Combat animations are cool.

-You probably should double check the attack movement setting of all characters so Marina can stop punching with her blade.

-The scene where Marina learned that her boss is dead and that her boyfriend is missing fell a bit off to me. I should have felt way more affected than I did. Maybe it is because I watched too much cliche shonen stories or because her sorrow was very quickly put under the rug in the same scene?

-The way exp is handled in this game looks interesting.

-Some footsteps used when going from map to map seemed way too long to me.

I have other games I plan to test this feedbackquest, but I get some extra time at the end, I may come back to this game, I shouldn’t have much trouble filling another note page.

PS:

Could please fix this UI abomination?


Submitted(+1)

https://youtu.be/PxcoIl3ur9E Starts at 2:30:12
I really like how you can see characters' thoughts during conversations/cut scenes. The combat setup reminds me a bit of Final Fantasy X, where you see which character's attacks/turn would be coming up, so you can strategize. I caught a couple of times where the healing items still said "HP" instead of "VP" Character images/sprites/music are all solid. I got absorbed into the world and look forward to seeing more!