Fantasy RPG #58 by Martze
This is a minimalist console-style RPG. I have boiled the Console RPG genre down to its core elements.
This is my first game jam.
The game was made with HaxeFlixel. I can compile a standalone Windows version of the game, if there is demand for it.
I made the sound effects with bfxr.
Most of the text is Press Start. The other text on the title screen was written by hand in an image editor.
Making this game was very taxing. I spent nearly every waking hour working on the game. The majority of that was engine code. For some stupid reason, I thought it would be a good idea write a scripting language to encode cutscenes, treasure chests, and random battles. It worked, but I'm hard-pressed to say why I bothered. Toward the end, due to time pressure, I started hardcoding more and more. This is my second major Haxe project and I still don't feel entirely comfortable with the language. Please don't look at the source code; it is a disaster.
Nonetheless, this game is more or less what I envisioned when I started writing code, plus or minus a few details. If I'd had a little more time, I might have added a few more bells and whistles, but the concept is intact. Adding much more to the game would either fundamentally contradict the concept I was going for, or simply constitute filler.
Even minimalist RPGs are very difficult and time-consuming to make! Next time I'm going to make something way simpler.
CONTROLS:
Arrow Keys - Move
X - Confirm, attack with first party member
C - Menu, attack with second party member
V - Attack with third party member
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UPDATE (2013/04/29):
Based on your feedback, I have made the game more difficult!
http://www.ludumdare.com/compo/2013/04/29/to-address-compaints-about-my-ludum-dare-game/
This is my first game jam.
The game was made with HaxeFlixel. I can compile a standalone Windows version of the game, if there is demand for it.
I made the sound effects with bfxr.
Most of the text is Press Start. The other text on the title screen was written by hand in an image editor.
Making this game was very taxing. I spent nearly every waking hour working on the game. The majority of that was engine code. For some stupid reason, I thought it would be a good idea write a scripting language to encode cutscenes, treasure chests, and random battles. It worked, but I'm hard-pressed to say why I bothered. Toward the end, due to time pressure, I started hardcoding more and more. This is my second major Haxe project and I still don't feel entirely comfortable with the language. Please don't look at the source code; it is a disaster.
Nonetheless, this game is more or less what I envisioned when I started writing code, plus or minus a few details. If I'd had a little more time, I might have added a few more bells and whistles, but the concept is intact. Adding much more to the game would either fundamentally contradict the concept I was going for, or simply constitute filler.
Even minimalist RPGs are very difficult and time-consuming to make! Next time I'm going to make something way simpler.
CONTROLS:
Arrow Keys - Move
X - Confirm, attack with first party member
C - Menu, attack with second party member
V - Attack with third party member
--------------------------------------------------------------------------------
UPDATE (2013/04/29):
Based on your feedback, I have made the game more difficult!
http://www.ludumdare.com/compo/2013/04/29/to-address-compaints-about-my-ludum-dare-game/
| Home Page (Normal) | http://mattarod.com/fantasy-rpg-58/ |
| Home Page (Extreme Edition) | http://mattarod.com/fantasy-rpg-58-extreme/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15824 |
Ratings
| Coolness | 96% | 2 |
| Overall | 3.43 | 303 |
| Audio | 2.42 | 724 |
| Fun | 3.20 | 359 |
| Graphics | 2.86 | 699 |
| Humor | 3.37 | 105 |
| Innovation | 2.72 | 867 |
| Mood | 3.11 | 386 |
| Theme | 3.80 | 308 |
Suggestion: switch to HTML5 and use JS for scripting.
* Enemies can also attack;
* Depending on your hero/class the attack should be timed (i.e. a dagger/rogue class should have fast recharge times and deal more damage if the player presses the key at the correct time (like a critical hit));
* Magic or more complex attacks = key sequences, such that the more powerful an attack is the more keys you have to press without messing up or something...
Anyway, this was a great game. Good job!
Overall great effort though. Enjoyed this quite a bit.
Gilmore606: It would be hard to find a game which would have worse, even in the below average ludum dare games....
If that doesn't work, can you tell me what browser and OS you're on?
I like it!
It's like playing a game on Gameboy :p
Good job!
--
And the woman is so powerful, why did I need to rescue her lol.
But, other than that, good job. :)
I did run into one bug-like behaviour; if one keeps walking against a wall, thus not moving anywhere, but still holding the arrow key down, random encounters will still occur. This feels a little weird.
I wonder why you wrote "thine" in a few places where it should have been "thy". For the most part it was correct, but in a few places, especially at the beginning of the game, not. "Thy" and "thine" simply correspond to the first person forms with which they rhyme, "my" and "mine". No trickier than that. Your use of these forms, as well as the -th and -st endings, was consistent throughout, though, which is a great bonus, as many people who decide upon using such a conjugation seldom succeed in doing so, for whatever reason.
I wish I had had some music, but the retro sound effects were definitely cozy. Reminded me of my childhood. Very nice.
It seems you did put your idea of minimalism more into comparing it to other RPG games rather than thinking about the concept of minimalism in itself, though. The game was still relatively complex and the minimalism seemed to lie more within the assets rather than the game itself. However, you did impose a good sense of minimalism into the battle system. One button, and the enemies didn't even fight back. I do agree with VascoF, that in a full-fledged system, pressing at the wrong time should have been a bad thing. That would've made it lots of fun.
Has a bit of Evoland.
BGM would fit good.