Mage or Trouble by SynysterCola

[raw]
made by SynysterCola for Ludum Dare 46 (JAM)

Updates

Per feedback, I've reduced the encounter rate to make the dungeons a little less tedious.

Play the game here! https://synystercola.itch.io/mageortrouble

There seems to be a missing resource with the Windows download. I am removing it from itch.io for the time being.

Since I'm using pre-made assets, I have bowed out of the Graphics and Audio ratings, thanks!

Synopsis

Congratulations! You beat the final boss!

Now you need to get out of the dungeon alive. The problem is - everyone knows the only reason a curse hasn't killed your party is because your mage, Lancaster, is keeping the curse at bay.

If he dies, everyone dies. All is fair in heat death.

Controls

  • Arrow Keys: Move Player/Cursor (Selecting with your mouse also works)
  • Enter: Action (Left click works too)
  • Esc: Menu/Back (Right Click works too)

Gameplay

This is a turn-based RPG with some mechanics seen in games like Octopath Traveler.

Offensive pressure is important. Striking your enemy's weakness will eventually stagger them, allowing you to inflict major damage!

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As you strike down your enemy, you will learn their weaknesses.

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But be warned - the enemy knows your weakness too. They will not hesitate to focus their efforts on Lancaster. Knowing when to keep attacking or fallback to heal is the difference between surviving another fight or decaying in a dead universe.

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Traversing through the labyrinths (with limited supplies!) often have two paths: The path of least resistance, which will get you to the next floor. Side paths have more encounters, but the experience can be worthwhile. Enemies often drop supplies. Lastly, treasures and upgraded equipment can be found if one chooses to explore.

Watch out - often stronger enemies await you and block your only way out.

Characters

Rayna The Sentinel

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Rayna is the leader of the group. She is strong and ready to help her teammates. She has a mix of offensive skills and defensive skills that allow her to divert the enemy's attention. She can deal damage or take damage as needed.

Lancaster The Warlock

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Beneath Lancaster's cool demeanor lies an intelligent mind with a knack for destruction. Lancaster's spells deal devastating damage, and he can even bolster the team's offensives. However, keeping curses at bay take a toll on his defenses.

Merwyn the Templar

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The optimistic Templar, Merwyn keeps the team together with his sacred healing spells. He can throw punches and deal damage in a pinch. Utilize Merwyn's support capabilities and the team will be near impossible to take down.

Jennelle The Hunter

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Jennelle believes the best defense is a never-ending offense. She is the first to strike and can cause trouble for her enemies early. In a pinch, she can slow down her enemies, or put them to sleep.

Hints

  • You should be able to run from every encounter, save for boss battles. You don't need to do every fight, unless you want the experience/supplies. It is possible to beat the maps at level 70 - leveling up adds some cushion.
  • The more advanced mazes have a path of least resistance - pay attention to the environment!
  • Rayna's "Provoke" skill helps with mob control. Be careful, some enemies can bypass the taunt, and it's useless for skills that target more than one person.
  • Merwyn's "Bulwark" spell raises defenses - don't hesitant to use it early in a fight!

Ratings

Overall 1138th 3.531⭐ 50🧑‍⚖️
Fun 1215th 3.323⭐ 50🧑‍⚖️
Innovation 2307th 2.596⭐ 49🧑‍⚖️
Theme 1758th 3.396⭐ 50🧑‍⚖️
Mood 833th 3.602⭐ 46🧑‍⚖️
Given 58🗳️ 79🗨️

Feedback

Horus
21. Apr 2020 · 03:31 UTC
Hats off to your arts and graphics team. I am completely baffled at the amount of work this must have taken them to put together the assets for in these past three days. Cool concept on the FF type game. So much content. Music well put together. These aren't my styles of games, but I'm still deeply impressed by the look of it all. Well played.
🎤 SynysterCola
21. Apr 2020 · 03:42 UTC
@horus Thanks! The graphics and music are either pre-made or made using a generator. As such, I didn't opt into the graphics and audio category. But yes - FFX is one of my inspirations for the game!
bennybig98
21. Apr 2020 · 03:47 UTC
Great premise! Though my run ended in heat death, I had quite a bit of fun with this one.
🎤 SynysterCola
21. Apr 2020 · 03:50 UTC
Thanks @bennybig98! Heat death will get us all in the end! But glad you had fun with it. It was a fun challenge trying to make this game not too hard or easy!
Maxathon
21. Apr 2020 · 03:58 UTC
Really cool choice of genre for a 3-day jam. My lack of attention span for JRPGs is pretty severe these days but this was creative enough in fundamental concept to hold my interest.
🎤 SynysterCola
21. Apr 2020 · 04:10 UTC
@maxathon Thank you! I know JRPGs are a tough sell for a game jam, but the themes lately allow me to have some fun with them. RPG Maker is a great tool that helps with rapid development.
raguel
21. Apr 2020 · 04:20 UTC
Amazing work. Visuals and gameplay parts are top notch. Adding more types of enemies would make this a lot better. There was a lot of repetition when it came to that. Game feels very complete.
Good job
🎤 SynysterCola
21. Apr 2020 · 04:31 UTC
@raguel Thanks for the feedback! I sadly ran out of time to make more enemies. It's why I played with the encounter rate to try and not make things too monotonous.
willjardine
21. Apr 2020 · 05:51 UTC
Wow, this is legit incredible!
lectvs
21. Apr 2020 · 05:56 UTC
Neat RPG-maker game! The art was great, and I like how many of the cutscenes auto-played some of the attacks as well. Solid entry!
Dedicave
21. Apr 2020 · 06:16 UTC
I like it! I really liked the idea of escaping after the final boss. Maybe next time try to make your own graphics, or implement new mechanics, beyond the jrpg. Good work!
Rein
21. Apr 2020 · 06:36 UTC
Terrific work on making all this content. More enemies would have been nice, but you know - game jam. Biggest issue was that battles took way too long. Enemies could do about 1.5x more damage and the player should do about 2x more and things would flow much more nicely.
MadEwink
21. Apr 2020 · 10:27 UTC
At first I thought the level design was really linear, but then I arrived in the first labyrinth part... A really absorbing game, I don't know how much time I spent on it ! There is a really hight level gap between the beginning and the Ninjas I guess, and not being able to save more often made me quit after the third floor (I think), when a sudden focus from an Orc, a Skeletton Magician and the rat-ish creature killed Lancaster (I thought he was full life :cry: ). I loved the game and how you took time to put lore in it. :purple_heart:
🎤 SynysterCola
21. Apr 2020 · 15:35 UTC
@willjardine Thank you for playing!!

@lectvs Thanks! I utilized those cut scenes as tutorials. Glad to see they worked!

@dedicave Thanks! I wanted to add my own assets but due to unforeseen issues I couldn't! Glad you liked the concept - I had a lot of fun coming up with it!

@rein - Appreciate the kind words. It was a tough balance - like I wanted to make trash mobs, but I also wanted to showcase the use of weaknesses. By staggering, that's where you can often kills enemies in like two hits.

@madewink Hey thanks for all the feedback! I wanted the first area to be linear to sort of show the general path (bottom left to top right) before throwing you into the mazes! I might consider adding more save points.
Anastasia Goncharenko
21. Apr 2020 · 18:12 UTC
Very nice graphics and music. Monsters are scary)) I really enjoyed playing this game. Nice job!
🎤 SynysterCola
21. Apr 2020 · 18:19 UTC
@anastasia-goncharenko Thanks a lot! Glad you enjoyed it
Hruy Gashaw
21. Apr 2020 · 21:29 UTC
I really enjoyed fighting the bosses, great game!
OQLQO
22. Apr 2020 · 02:49 UTC
A proper use of RPG Maker! For three days, you made quite an adventure. Cutscenes are my favorite part.

I would try to find some different sound effects to avoid using the RTP but the game really stands out by itself!
🎤 SynysterCola
22. Apr 2020 · 02:58 UTC
@hruy-gashaw Thanks for playing! The bosses were my favorite to make :)

@oqlqo Thanks! A little automated battling goes a long way it seems :) I know RTP is frowned upon, but I ran out of time to add some of my own tunes. Still appreciate the feedback!
Casual Effects
22. Apr 2020 · 04:09 UTC
That is a lot of game for a jam. Bravo! Cutscenes, battle mechanics, actual characters...this was a ton of work and polish. I really liked it.
B. Golda
22. Apr 2020 · 04:47 UTC
Battles seemed a bit frequent but the option to escape was nice. Game had a lot of polish and many features though I did skip most battles to get to the bosses like others have said the damage numbers could have been tweaked some but overal enjoyable play.
Wuceng
22. Apr 2020 · 13:17 UTC
Wayyy too much fighting. And every fight was the same. Just spam space to win. After like 5 fights I also got a random sound loading error popping up every 10 seconds which halted the gameplay until I clicked resume on the error, which was very annoying.
🎤 SynysterCola
22. Apr 2020 · 14:07 UTC
@casual-effects Thanks!

@b-golda Appreciate the feedback! My intention was to utilize the "stagger" status to increase damage done.

@wuceng Thanks! I had intended to add more monsters to mix up the fights, but I ran out of time. Also weird with that random sound error. Was this via web or the download?
Wuceng
22. Apr 2020 · 14:08 UTC
It was via download. I was something like spell2.ogg That could not be found or something like that.
Epsulon
22. Apr 2020 · 15:02 UTC
Nice chibi style characters, and special effects
kaeveris
22. Apr 2020 · 17:57 UTC
Great entry especially for such a short timeframes! I feel battles happened a bit too often
🎤 SynysterCola
22. Apr 2020 · 18:54 UTC
@wuceng Thanks for the info!

@epsulon Thank you! It's all out of the box though, so I didn't opt in to Graphics.

@kaeveris Thank you! RPG Maker takes care of a lot of the under the hood things so I can focus on the game. As for the battles - I tried to balance it out by allowing escaping always and making the optimal path in the mazes fairly low in the encounter rate. Thanks for the feedback though!
valisse21
22. Apr 2020 · 20:28 UTC
That's an amazing work done in 3 days, just wow! Very cool RPG. But battles were happening a bit too often I think. But anw it was fun. In the beginning I thought that it was too simple and easy, but then I got lost in labyrinth :D And I loved the treasures boxes. But I wish the battles were more hardcore bcs it was too easy to win them. But maybe I just didn't got to the hard part. I enjoyed it anw, amazing job!
🎤 SynysterCola
23. Apr 2020 · 01:28 UTC
@valisse21 Thanks for the feedback! I had saved the more complex battles for bosses. The trash mobs were meant to be on the easier side (though I admit the encounter rate seems to have been too high). I purposely made the first map easy as an antepiece to the mazes.
AdamV
23. Apr 2020 · 03:27 UTC
Great idea! The gameplay was tough!
Ranjan
23. Apr 2020 · 04:02 UTC
Really nice! I definitely didn't expect anyone to attempt a JRPG in 3 days, very impressive. As others have mentioned, the encounter rate was a bit high, but other than that everything was great! Congrats!
🎤 SynysterCola
23. Apr 2020 · 17:32 UTC
@adamv Thanks! I wanted it to be a little on the harder side (but not impossible). Plus when you finally stagger an enemy it feels rewarding!

@ranjan Thank you for the feedback! RPG Maker, for all of its faults, allows for really rapid development. I tried to balance the encounter rate by allowing escaping to work all the time, and by making the optimal maths in the maze nearly encounter free.
Ithildin
24. Apr 2020 · 22:48 UTC
Nice entry! The combat system felt quite fleshed out, it started to shine with the Ninja encounters.

The starting point felt like a neat take on the theme, even if I didn't get to feel much of a hurry to escape (although once I was actually going to wander in the labyrinth for treasure and my party told me not to :sweat_smile: )


Like in most JRPGs random encounters can be frustrating after a while, but well, that comes with the genre, and I could escape without issue from all the lesser encounters I tried to, so that's something :)

Good job!
joemid
25. Apr 2020 · 00:15 UTC
Jumped right in at the end, and it was like 16 bit FF all over again. I've not played many RPG Maker games, but I loved this. So many attacks, so many items- I'm really impressed. Thank you for the game!
Dextreon
27. Apr 2020 · 11:51 UTC
This is so neat! I really had that old-jrpg feeling, it seems so polished for a jam, congrats on that! The visuals are great and the quantity of gameplay is insane. Overall, a great job! :ok_hand:
VirtuaWorlds
02. May 2020 · 06:18 UTC
Nice work on you game, got a lot done in 3 days.
CataclysmicKnight
02. May 2020 · 17:04 UTC
I really liked the concept here, trying to keep the warlock alive to hold back a curse, and the twist (the ability to "break" enemies temporarily with their weaknesses) is super awesome. I'll admit I gave up when I lost 2 screens worth of progress to a "dual attack" from a Mage Hunter that dealt 400-ish damage and took out my warlock, which ended the game. But the game had a cool twist, was well executed, and you got a LOT done in a few days!!
knason
11. May 2020 · 17:39 UTC
wow, and omg I got lost in the labyrinth :) good job on this entry. Lots and lots of stuff, all the different spells and attacks. all graphics. Good work on the dialog as well.