Skip to main content

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

Occult: Scarlet ElegyView game page

A dark and melancholic dungeon crawler
Submitted by Biomacchia (@Biomacchia_art) — 2 days, 17 hours before the deadline
Add to collection

Play game

Occult: Scarlet Elegy's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

vid: 

tl;dw suuuuuuuuuper cool art and style and aesthetic and music everything about this game is just dripping with talent as far as the actual media is concerned

as far as personal taste,  the dialogue seemed to take a long ass time and nothing really went anywhere but I really liked how the portraits danced and interacted with each other in cutscenes but overall I just couldn't bring myself to really feel the story or dialogue, nothing was happening just lots of info dumping and stuff at least it seemed to me, but the overall story itself does seem interesting, just not in a moment-to-moment way 

combat seems... er... idk; like there's a lot going on but not a lot of stuff happening also; I don't like not being able to see enemy health bars until i'm targeting them too. I personally would've liked an autobattle or some kind of auto system for this and also an automatic smart-equip system lol I am really lazy but I feel like its becoming more and more common these days for turn based RPGs to include streamlining stuff like this, just my opinion but also there's market evidence too, not sure if you wanna go that whole distance

I ran into some bugs

- "Defend" shows W instead of S

- Can't go back into safe room once you've explored it once (not sure if intended, door showed "open" interaction on it still

- Camera got "stuck" on a target-enemy-action (the little zoom in that plays when you're targeting an enemy) 

- really weird map/movement interaction @ around 40:00, move directions seemed to get disjointed or something while opening map but it fixed itself luckily 

Developer

Hey Vagrant, thanks for playing, also for the gameplay video!

It was a little hard to hear the voice a bit, but the transcript helped out. Seeing someone play through the game like this is also super helpful. 

As for the feedback, yeah the combat is not quite there yet. I've spent most of the dev time so far doing backend stuff and art, getting all the code in to get the game off the ground, so next step will be to actually do y'know, real game design hahah. There's lots of stuff that need tweaking. There's combat mechanics still missing, the weight, speed and stuff. People also complain about the controls a lot and that's expected, all the bindings are still what's natural to me during dev, I'll have to make a player pass soon.

As for the other QOL stuff you mentioned, noted! I had lots of them in my to-do, I'll add them in in time.

As for the story, too bad it didn't click with you. I knew DD would be a bad time to add a long intro, so one thing I made sure to add for the demo was a way to skip the dialogue and FF through it. It might resonate with other players more perhaps, but I'll also plan a different pacing later on and add a tutorial, which is very much missing and needed for what I've seen from this DD haha.


All in all thanks for playing and the feedback! 

Submitted(+1)

The game looks very impressive and I'd really like to get into it but I ran into a lot of issues.

The most important one is that the screen elements are all messed up. Some of them don't cover the whole screen and it makes the game look very weird. It's most visible in the first person view here. I tried alt + enter but nothing happened and I couldn't find any options menus.

I really don't like how it starts with a massive chunk of dialogue. There's no menu or anything even. I understand that it's supposed to be a story driven game but you have to give players some gameplay to get them interested in the game first. No one is going to read that much dialogue in a game they don't know, especially not in a game jam. And it didn't seem like that important dialogue even, I read most of it and nothing really happened that couldn't be explained with just a few lines. It's also hard to skim through it with fast forward because it distorts the screen and makes it really hard to follow. Leave all the minor character interactions and other fluff for later. I also wasn't a big fan of the sound effect that plays when text shows up but that's more of a subjective thing. I think the other things I mentioned will resonate with a lot of people.

The combat controls also feel a bit weird. I'm used to selecting actions with the arrows or wasd so this feels unnatural. But if you want to have hotkeys for it, at least make it so you press the hotkey once and not once to select and then having to confirm.

Sorry for sounding so negative but it looks and sounds amazing so I expect all the minor things to be on par with the visuals too. And I love dungeon crawlers so I'd really want to give it a proper go once the visual bugs are fixed.

Developer

Thanks for playing!

Yeah the screen resolution is a bug due to different PCs resolutions. Naturally it worked fine on mine, so I had to have people with different monitors play it to know what would happen. That issue has been fixed now (hopefully lol)


As for the story, there's a compromise to be done here. A jam setting really isn't a great way to gauge how the story feels like, people just wanna get to gameplay, and that's understandable, which is why there's both a fast forward button *and* a cutscene skip button. If the players want to get to the dungeon quicker, you can quickly skip it. The story is there for whoever does wanna read it. There also is indeed a menu between cutscenes to break the pace haha


As for the controls, I'll keep that in mind. That's very particular for each player, but if I get some more people having trouble with them during battle I'll revise them in future.

All in all, thanks for the feedback!

Submitted(+1)

The visuals, sound, presentation is top notch. What I saw of the story felt like it dragged, but I mostly FF and skipped it. The setting is a little tropey but I can see it work.

I was devastated when the combat didn't work. also the controls seem very inconsistent. either you should nav everything with directions and accept/back or be able to click things in the ui to invoke it.

Maybe it technically was working, but I couldn't understand any of it.

Developer

Thanks for playing!

So checking the video, I see that I'll need a tutorial sooner than I expected hahah. The combat is indeed working, it's not all that different than a normal RPG actually. The character you were struggling with (the healer) has a specific mechanic that I may have to explain more clearly through in-game text. I'm sorry you didn't have a great time, but it was still good to see how different people navigate through the game

Submitted

Good looking game, very stylish. I'm interested to see how it develops, despite the anime.

Moving the portraits around during dialogue is clever. I only encountered an issue during this part.

Aside from that, I think the combat might get tiresome if the game is combat heavy, but it might be too early to tell since there's only one fight.

The dungeon wandering is excellent, but the controls feel incongruent with the dialogue sections. As in, you'd expect your advance dialogue button to be your confirm or context sensitive interaction button but space brings up the map instead. Cool map though.

Keep up the good work.

Developer(+1)

You are the first person that didn't have a resolution issue when playing the game hahaha. Thanks for playing it mate.

Yeah I got a lot of feedback about the controls, I set them all up for myself during development, so I have to make a big pass later on to make it more intuitive for the players.


As for the battle, that's interesting. Perhaps the battle feels too slow. I'll playtest it myself a little more after the entire combat is finished (some mechanics are still not there yet) and see if I can make it more snappy 

Submitted(+1)


I think alt+enter to toggle fullscreen, and to center it within a 16:9 central region regardless of the window / fullscreen aspect ratio, and to rescale for the needed height, is the better way. I have a kind of example you could use  

I dont mind the piano. I think it would be a nice feature if you press enter a second time while it saying the text, that it should finish the text animation instantly.

Submitted

and that LMB can do the same as Enter during the dialog scene

Submitted(+1)

Extremely good art and presentation. Using music for the dialogue noise filler stuff is really creative, though I don't really like the layered piano that Rowan uses. 

On my screen, the UI is not fit properly. Dialogue text boxes and characters display fine, but basically every other screen is smaller than the full screen size. Story sections are flush to the top left, and the gameplay/battle parts are centered on the screen. 

With regards to the combat, the main issue is just a lack of information. I feel like the -> Stats should just be open by default because there's rarely a time when I'd rather stare at the enemy portraits than see what my selected skills actually do. Orders don't explain what they do at all, and I can't tell the difference it makes so early on. I'm sure this could be helped with a handholdy tutorial to show you where everything is once. 

For exploration, I'm just not really sure where my hands should be. WASD is the main movement, but I have to use Enter to interact, and the mouse can look around a little bit, and arrow keys do nothing. Mouse clicks should probably also be usable for interaction? I think this issue shows in some of the other modes too, just having too much split between both WASD and arrow keys in ways that don't seem consistent or apparent. (Also, how does controller work with this?)

Story: I just wish there was a click to finish line instead of it going straight to fast-forwarding the whole thing. The opening does drag on a little bit, could probably still be trimmed down some more, but it should feel a lot better if lines can be finished immediately on click. 

Developer(+1)

We talked a bit before, but to formarly reply here, thanks for playing mate!

The controls are quite awkward right now because I put all of them there for myself during development and haven't yet made a pass with a more intuitive scheme for the actual players. 

The line-finishing mechanic thing is a huge decision I had to take that might make people mad but it had to be done. By allowing the player to skip lines before they're done, it would break the entire "voice" system. I mitigate the frustration by making each line very short so there's not too much text, and making each of them also medium to fast delivery, also giving players a FF option, but yeah, ending the line early won't be supported. Hopefully it's something people will get acclimatized to during normal gameplay

Submitted(+1)

-The game is hard to control and to understand, I need a tuto asap or at least an help button.

- Skip button should be faster to push

- I think the button to press should be more visible (like the W to attack is hard to make from the icon)

Otherwise the art and presentation is impressive, this is the best looking game of agdg. Congrat, you're gmi

Developer

Thanks for playing Azur! Yeah after this DD I see the need for a tutorial REAL FAST hahah. Also you're the first one to talk about the skip button. It was kinda long yeah, I make it take half the time now. Good feedback mate

(+1)

Typing these out as I play so I don't forget.

> Mixed on the controls. WASD are mapped to the battle actions like attack/skill, and you can use them to select skills and view their descriptions, but not selecting targets. I gotta do finger gymnastics to do this game

> Seems like if you commit into an attack while the game is mid-zoom (from the target select?) The combat scene would be stuck in that level of zoom.

> Combat could benefit from being a tad faster. A button that you can mash to skip the ceremony of each skill's half a second windup would be good. This is probably something you should work on early before it becomes a pain in the ass to do and people WILL ask for this.

> You should play the Etrian Odyssey HD remasters on PC for a bit tbh. Copy that game's feel, especially since you're inspired by PQ

> plz let me use esc to exit menus or X. I'm sure a lot of people are used to arrow keys + ZXC controls so that could also be a consideration

> the items you can loot in the world seem to be invisible? Not sure if intentional since you mentioned chests in which I can't find them

Developer

Forgot to reply to it here, but thanks for playtesting it brother! I'll keep everything in mind. The zoom getting stuck bug is something I thought I fixed actually— jesus christ fucking kill me game dev fucking needs to end....... Uh but yeah! Game feel is going to be very important. I've been researching EO and SJ a lot to get what makes those games work so well. Ty again for the feedback!

Developer (1 edit)

From last time, here are some changes:

1. Battle loop completely new, now you can control everyone
2. Game balance and nerd shit
3. There's skits, now (well one of them)
4. Treasure chests, new lighting, entirely new dungeon feel etc etc

If there's any game breaking bugs please let me know.
If you press a button and nothing happens it's because whatever you pressed ain't done, god help me.
Also, if you already watched the story (or can't control your adhd) you can skip cutscenes by holding backspace.