Reverse Quest by kleinzach

[raw]
made by kleinzach for LD 43 (JAM)

The hero arrives at the final dungeon in their quest to discover true happiness. Upon completing the journey, the hero realizes that true happiness involves giving up all material possessions.

Return the bow and the sword to the blue and green temples and optionally all but 3 health upgrades to the 7 mini-dungeons in the world. Once you have no weapons, the hero can return to their home in the east by the sea to live out the rest of their life content.

Controls:

Wasd to move/left joystick

Left click to attack/a button

Right click to switch weapon/b button

Advice: -Some mini-dungeons (Just marked as entrances into mountains) require the weapons to complete. But be careful, completing these makes the game harder by reducing your max health.

-The two main temples can be completed in any order, but the second one will be harder because you will be missing a weapon.

-Your house is in the top right of the map. It is only accessible when you have no weapons. Entering will finish the game.

-The hardest dungeon to do at low health is the mini-dungeon in the bottom right, I would do that before the others if you are having trouble.

Overworld.png Lost Key.png Archer Challenge.png

Created as a solo project. All art, music and code was created during the jam.

Ratings

Overall 627th 3.314⭐ 37🧑‍⚖️
Fun 715th 3⭐ 36🧑‍⚖️
Innovation 553th 3.103⭐ 36🧑‍⚖️
Theme 412th 3.618⭐ 36🧑‍⚖️
Graphics 767th 2.986⭐ 38🧑‍⚖️
Audio 505th 3.015⭐ 35🧑‍⚖️
Mood 585th 3.235⭐ 36🧑‍⚖️
Given 33🗳️ 35🗨️

Feedback

Odlog Oglog
04. Dec 2018 · 12:26 UTC
It's fun game with a good idea, but it's long, and you don't see a lot of changes from the beginning, so it boring at the end, and that's the only problem.
Flauschzelle
04. Dec 2018 · 23:19 UTC
Cool Idea! Could you make it available for Linux, too?
limered
04. Dec 2018 · 23:39 UTC
I like the idea of downgrading you hero, so the game is easy at the beginning and hard at the end. Cool concept. One thing with your controls is, that you player char walks as if he were on ice. Thats often frustrating for the player. Next time make it snappier.
Awesone to do the dungeons in any order, so the player can set their own goals. I liked it
Trusty
04. Dec 2018 · 23:44 UTC
Very nostalgic game. Had some issues with camera jumping every so often but overall very polished
SUNY GDC
04. Dec 2018 · 23:49 UTC
While the graphics were very simple, it had solid mechanics. It was fun for a few, giving up the sword was definitely a bad decision. It has an interesting idea and I'd definitely buy this if it had more polish.

My biggest critiques, is the bow is shot by direction not mouse aim; which makes it hard to use.
egos
05. Dec 2018 · 01:20 UTC
i love the feeling with your game
graphism music and DA are really cool , special mention for the outdoor map
An entire adventure

impressive for a compo

maybe more outdoor and less dungeon
Downgrade fit the theme but i prefere upgrade systeme in adventure game
hexbit-jack
05. Dec 2018 · 02:02 UTC
Cool concept! I like the idea of making yourself weaker as you go. The artwork is charming as well.

The movement felt a bit too floaty and the bow didn't behave the way I thought it would since you use the mouse to fire (I thought it would fire in the direction of my pointer so that was a bit weird at first).

Overall a great entry!
Busy Games
05. Dec 2018 · 04:32 UTC
Nicely done! that was a good experience. Feedback I would say the movement I would tone down the floating so it is more responsive. But it's a gamejam. Nicely executed. Great submission.
paulhocker
06. Dec 2018 · 03:13 UTC
really nice work here -- nice zelda feel to it -- great work
Sthor726
11. Dec 2018 · 03:39 UTC
Nice Work! reminded me of the original zelda game. The controls felt quite slow and slippery however
LaneDavis
13. Dec 2018 · 02:04 UTC
WOW. Top marks on theme here and I am absolutely astounded at how big of a game you managed to make under jam conditions.

To ramble a moment, I think it's interesting how jams really seem to incentivize pushing for small experiences. A 2-minute, highly polished experience will earn higher marks than a game like this, that saw equal care divvied across a 30-minute adventure.

Fantastic work. Very nice to see someone attempt and do so well at creating a longform experience.
🎤 kleinzach
14. Dec 2018 · 01:53 UTC
@lanedavis and @paulhocker Glad You liked the game! While making it, I never really thought about how long the game is. Usually I also try to aim for a 3-5 minute range, but using what I learned from this jam, I might try more of these sorts of bigger games.

@sthor726 @limered I definately agree about the controls being a bit floaty. It got to a point in the middle of the jam where I just got used to it. Playtesting your own game turns out not to always be the best idea!

@odlog-oglog @egos Downgrading as a mechanic is certainly the more untested/experimental part of the game. I am a little more optimistic that It has potential though, I think especially if I add more items then just the two I think subtraction can end up being just as interesting as the addition of more powers.
SheldonZS
14. Dec 2018 · 03:41 UTC
Fantastic entry! Your reverse Zelda formula really works well with the theme. You already know about the floaty controls, so I'll gloss over that. The biggest thing I would request is up-facing and down-facing sprites, especially when using a bow. I get how using a tall graphic (8 x 16?) makes sense in terms of perspective, but it's a bit awkward having your sword hit into a "blind spot" behind your head, doesn't work particularly in this format IMHO.

For the time you had, your levels are amazing! I loved your Zelda 1 dungeon, and the crystal cave was very nice. Great job!
arron-fowler
14. Dec 2018 · 10:58 UTC
Really good take on the theme. So much work done here and it is really comendable. I found the combat a bit sluggish many presses missed action and would be much improved if the responsivness was fixed. Solid entry.
Arvejeitor
14. Dec 2018 · 12:04 UTC
Very nice and nostalgic game! I really liked the art, reminds me of the old zelda games
Mathstr0fficial
14. Dec 2018 · 22:12 UTC
@kleinzach This was super fun, and I was just wondering what it was made in, and if you'd be willing to share the source code, as I wouldn't mind seeing how it was put together. Thanks in advance!
🎤 kleinzach
14. Dec 2018 · 23:19 UTC
@mathstr0fficial Glad you liked it! It was made in unity. Unfortunately I can't really share source code due to a work agreement (Which is why I finished in 48 hours but still submitted to the jam.) I can say that I am heavily using scriptable objects and have been using a sort of starting framework for the last few jams inspired by this video: https://www.youtube.com/watch?v=raQ3iHhE_Kk

I have found that using really simple scripts and passing the data around with these scriptable objects has allowed for really fast iteration and has been really flexible to use.

I also have tons of tiny scripts which I call "relays" which turn code events, like changes in variables stored in those scriptable objects, into UnityEvent calls. Once I have a big library of these very simple modular scripts, I hook up as much as I can within the scene itself. Altogether, this means that my code has very few dependencies so I never run into the problem where changing a script in one location breaks something elsewhere.

Let me know if you want to know about anything more specific!
DerLasseHenrich
16. Dec 2018 · 20:21 UTC
What a great game! I can't believe you created everything within 72h... I mean, the game even involves an open world :D
acaral
17. Dec 2018 · 13:26 UTC
How stylish. I was hypnotized. It's really neat and It could be an entire game.
Dennis Kostroman
17. Dec 2018 · 14:19 UTC
Great! reminds me of old good Zelda times!
verysoftwares
17. Dec 2018 · 19:15 UTC
Clever concept, ambitious game.
DDRKirbyISQ
23. Dec 2018 · 02:35 UTC
Great concept! I only completed 2 of the mini-dungeons, but finished the game otherwise.

The gameplay itself was fine, but felt a bit sluggish in general. I feel like it would have been more fun traveling around to all of these different dungeons if the game was a bit more fast-paced. As is, it felt like more of a chore than anything. As other users have already commented, I'm not sure why there is so much inertia for the player movement; feels like it would have felt like a much tighter game with potentially much more interesting and dynamic combat if you didn't control like a fat rhino on ice. This would also make the arrow aiming a little more sensible, as right now it doesn't make sense to take the last-pressed direction because you need to float around so much. I'm sure some small tweaks could go a long way toward really showcasing the potential of your design.