Spirit Quest: Journey to Devil's Mound by TheseusInABottle

Spirit Quest is an RPGish game. You will select a spirit and then utilize it in a Pokemonesque series of battles until you either fail to keep it alive or you triumph over the evil Demon Prince who threatens to destroy the land. Your journey will take you see many strange foes. Will you fight the legendary Ice Lobster or the ancient Lava Golem the choice is your with this games branching level select. Also this game features an option menu on the title screen which is always nice.
Instruction: While the game does feature in game instructions on the main menu as well as in the description of the various pages the HTML5 version is on I will restate what is said there here for the sake of those who need it.
This game is controlled entirely by the mouse. After selecting your spirit you will be taken to a map to select one of the highlighted letters this will start your journey. In battle you have four option - Attack which deals damage to the enemy and expends all your boost - Defend which reduced the damage you take and expends all your boost - Boost which multiples either your next attack or defense by how many boost you have stored. - Meditate which calms your mind and heals your spirit for a quarter of its current health;
Mac and Linux Support as this game was made in unity I went ahead and built for both Mac and Linux feel free to download them but I lack a machine to test these builds on so I would expect that there are probably some bugs in these versions that I am completely unaware of sorry if this makes the game unplayable for you Mac and Linux users.
Ratings
| Overall | 467th | 3.486⭐ | 37🧑⚖️ |
| Fun | 568th | 3.229⭐ | 37🧑⚖️ |
| Innovation | 939th | 2.714⭐ | 37🧑⚖️ |
| Theme | 996th | 2.829⭐ | 37🧑⚖️ |
| Graphics | 529th | 3.443⭐ | 37🧑⚖️ |
| Audio | 81th | 3.882⭐ | 36🧑⚖️ |
| Humor | 51th | 3.926⭐ | 36🧑⚖️ |
| Mood | 504th | 3.227⭐ | 35🧑⚖️ |
| Given | 54🗳️ | 44🗨️ |
I think the core idea is real interesting and I like the branching-path mechanics - though it's not clear to me, is one direction harder or easier?
I made it through most of the battles by boosting repeatedly then attacking - is there a cap to how much you can boost? I would have appreciated some visual marking for how much boost I have stored up.
Another way to diversify the gameplay might be to give the player a choice of what upgrade they receive after each battle, to let them build the character their own way. Nice work!
Bad: The core gameplay loop was veryyyy boring. Because meditate spam heals you faster than any enemy in the game can damage you, if you mash it while at half health you cant lose.
Nerd stuff: Without any abilities or effects to play against, there are only two numbers that matter: 'How many turns will it take for the enemy to kill me' and 'How many turns will it take for me to kill them'. The players objective is to find a strategy that makes the second of those two numbers lower than the first. The question for the player is 'How do these abilities impact those numbers'
Meditate basically gives you more than one extra turn for the price of one, even against the game boss, so the first of those two numbers is infinity, and the worst case scenario becomes stalemate. Meditate is OP!
Defence is useless if it lasts a single turn: 3/4 times you add one to your enemies 'timer' and have no impact on your own timer. Even if you block a full attack, which it doesnt seem like it does, you are spending a turn to save less than half a turn. Defence in this state is unusable! If it does something else than what I suspect, maby it is good, but meditate is already a perfect tool. Boosting defence is obviously horrible.
Finally, boost and attack. There were no instructions for how to use these optimally, and boost seemed to stack logarithmically. I found a good balance with two boosts per attack, but hard to tell exactly whats best. This seems like the best way to optimize damage, our second objective
So the core gameplay is:
- If health < 50%, meditate
- If we have < 2 boosts, boost
- Attack
To be fair, this optimization problem of ensuring every ability has a niche and player options are trully dynamic is really difficult to avoid in a JRPG system.
I can't tell you how much I love seeing somebody dig into my stuff this thank you so much.
Now to respond to your nerd stuff
1. I seeing you explain it I can see how meditate is overpowered. Ironically you actually found the secret to breaking meditate I hoped most people would only kind of catch onto which is that it heals you for a quarter of the current value of your health so it becomes less useful the in health you become. I had hopped this would make people feel a little excited as there help dropped lower but I see you realized how to break it so congratulations to you.
2. You are 100% right about defend being a useless move. For reference when you defend it simply raises your defense stat in the game reducing damage (so if used with a boost it will prevent all damage from some enemy). There is a chance you did not see this effect as different spirits actually have different stats so some are better at defending then others while some have a higher base attack. On the note of having a 3/4th chance to add one to your enemys time. You actually are not quite right on this minor thing. Each enemy has a set of moves it picks from with some having favorites (for example some enemy's only have a 1/10 chance of meditating but have a something like a 6/10 chance of attacking).
3. Ding Ding Ding you hit the nail on the head. This was the exact strategy I used during development to speed through my test playthroughs as I was checking for glitches. I had hoped it wouldn't be so transparent but its good to see people figuring out the optimization like this. You are correct boost does stack logorithmicly (the exact formula is something like damage done = attack * boost where boost is stacked by how many times you press it before you attack) although there should be a limit to it which is actually 3 so you once again hit the exact right number so hats off to you.
I am really happy to see someone dig into this game like this thank you very much for this comment it truly has made my night. Many thanks to you and hats off to having such a big brain that you solved my game.
`boost`-ing a whole bunch of time and `attack` was my strategy until the last three and then my strategy was switching between that and the best combo of `boost` + `boost` + `meditate` + `attack` and repeat. I have never used `defend`, _ever_, in any RPG game; this game did not change my mind about this.
I really like the intro and outro text of all the characters (ice lobster and the demon prince are my favourites), it is a real nice touch and good attention to detail.
The characters looked very stylish and fun!
Some things you may consider for the future:
Pressing the 🅧 to continue the text felt off at first, I was expecting maybe a ▶︎.
I think if I were able to see my own stats, I would feel the items I get after defeating an opponent would become more meaningful to me. also showing them would contribute to the feeling of growth and achievement during the game.
Making a fun rpg combat system is really hard and I did notice your effort in making it very play-able! adding little dynamics like dodging, elemental types (the cool characters you designed would be perfect for this) or special moves would be a nice next move in your battle system.
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👍I enjoyed playing your game and got the crown on my second try!
Would love to see each boss has a different hint to what they might do next. Or adding effect that interfere with boss's action (stun, paralyzed, burnt, frozen)
How did you make all the character graphic? Is it programmatically generated some way? They look very symmetrical and have a sweet pattern to it.
I love the look of the characters, PETSCII-like! The music during the fight gets annoying pretty fast though :)
I made it up to the demon prince who beat me to a pulp.
I like that different approaches are required.
Overall really well done!
Towards the end of the game the battles became long and grinding, speeding up the sequence or the ability to skip through the delay between each stage would have made it a lot more playable.
Written dialouge was humerous and enjoyable to read.
But most of the time I feel less like trying to read the enemy and more trying to trick the AI behind it. I think this is because both me and the enemy have the same moves (albeit with differing stats) and because meditate often repairs many turns of effort.
I'd encourage you to keep working on this game as I think intelligence and move variety are key to an entertaining rpg.
@endurion Wow I didn't know that PETSCII was a thing looking it up I see it was used for the Commodore64 I actually did use the Commodore64 color pallet for all the sprites and the world map so that might have something to do with it looking like that. Thanks for playing my game.
Maybe there could be more depth to the attacks, like different ones, but you have the best music!