Holy Fenrir by NIGIC

[raw]
made by NIGIC for LD33 (JAM)
Since ages past, the sacred beast Fenrir has protected our village. However, when the Dark Ones attacked one month ago, our Guardian was nowhere to be found. We've survived until now, but our defenses are at their limits: we need its help. It's up to me to venture into its lair and find out what happened; why we were forsaken.

To beat a monster, you must become a monster. Holy Fenrir is an action RPG emulating the style of Game Boy games. Travel through the "Sacred Caves" dungeon, levelling up, solving simple puzzles and acquiring a "sacred" power along the way.

The game is a (very) heavy mod on the RPG Maker VX Ace engine. As such, it is only available on Windows. Sorry.

This was tougher to finish than expected, but we came through. Mostly.

Enjoy!


-- Instructions --

Launch through 'Game.exe'. Windows only.

Controls:

Arrows - Move
Return / Space / X - Attack (while transformed)
A - Save
F12 - Reset (Back to Title)
ALT + Return - Fullscreen Mode


-- Credits --

Nicolas G. Cote -- Programming, Writing, Design, Graphics
Julien L. Levesque - Composing, Graphics

Font - Kong Text by codeman38
Base Engine / Scripts - RPG Maker VX Ace by Enterbrain

Other assets (c) Ars Sapiens 2015. Permission to use or modify will be granted on explicit demand.

-- Change Log --

2015-08-24 1.0.0 Initial release

Ratings

Coolness 39% 1668
Overall(Jam) 3.57 242
Audio(Jam) 4.10 36
Fun(Jam) 3.45 251
Graphics(Jam) 4.05 203
Humor(Jam) 2.87 484
Innovation(Jam) 3.10 447
Mood(Jam) 3.85 103
Theme(Jam) 3.45 529

Feedback

Ninja Garage
25. Aug 2015 · 03:38 UTC
OMG! This game looks amazing! Congrats!! I love the timming, the animation, this 8bit feeling, please improve and sell this game!
Literal Games
25. Aug 2015 · 03:49 UTC
Cool, really old school! Didn't go on for too long either, wasn't sure how much content there might be!
Andrew Deem
25. Aug 2015 · 04:50 UTC
Dang you guys. That was FANTASTIC. Love everything about this game! Makes me want to create a homage game to GameBoy. Also bgm_Calm may just be the best thing I've heard today.

One thing I think would help would be a better way of knowing when an enemy has been hit. It seems a little vague.

Make a bigger version of this game! PLEASE.
duskpn
25. Aug 2015 · 05:18 UTC
I freaking loved the graphics and sound. It really looked like it was running on a Gameboy, nice job.
tmpxyz
25. Aug 2015 · 11:49 UTC
nicely done, it's not easy to make in a short time;
🎤 NIGIC
25. Aug 2015 · 17:30 UTC
Glad people are liking the music. My pal is never satisfied with his work.

@Andrew - Yeah, between clumsy hit detection, no SFX and no damage animation, you don't really feel your hits. First thing we would have fixed given a couple more hours. Also, you should totally try it: working within GB limitations was unexpectedly challenging, but also pretty fun!

I'll definitely be putting more time on the game. More ideas kept flooding in as I was working, it was hard to stay focused on the current scale! Probably going to switch to a different engine though; as nostalgic as working with RPGMaker was, it's not really suited for a full-scale version.
gnuwilliam
25. Aug 2015 · 18:09 UTC
Great game!
Insality
25. Aug 2015 · 21:29 UTC
WOW - my first emotions from graphics and music
Great work, Brilliant game design and nice ui
A very polish game!
Lucho9
25. Aug 2015 · 21:38 UTC
i loved the graphics 8bits and the atmosphere it had. i personally dont like very much the enemies like those slimes and the animation. i actually beat it very easy and i didnt feel like there was so much danger and take damage without hesitation. But if you make it complete and larger i would like to play it.
jphelps
26. Aug 2015 · 01:30 UTC
old school all day. love it
🎤 NIGIC
26. Aug 2015 · 04:55 UTC
Thanks for the feedback!

@Insality - I assure you, this game is 100% Canadian.

@Lucho9 - Fair enough. I do tend to make somewhat casual-friendly games, out of habit. I'll try to look for a good middle ground for later versions.
boardtobits
26. Aug 2015 · 22:49 UTC
I won! This would have been great for the Game Boy Jam a couple weeks of go. Brought me back to my Link's Awakening days. Nice work!

If I had to make ONE nit-pick, the attack FX was a little too big, so I wasn't sure at first what was actually hitting/missing.
Robot Souls Games
26. Aug 2015 · 23:52 UTC
The greatest enemy in the game is the collision detection, and it's very easy to get stuck so that you can't move anywhere. This prevented me from beating the game. It's sort of funny that you used RPG maker to make something that wasn't really an RPG. But I think that's kind of cool. I felt like I was just wandering around in a maze, and there wasn't much of a point. Also, enemies should go through some sort of animation when they get hit.
AlexSet
27. Aug 2015 · 00:06 UTC
Loving the gameboy graphics and feel!
kirbytails7
27. Aug 2015 · 06:03 UTC
Nice game feel here, though I feel like some of the scrolling and fading effects are too smooth to feel Game Boy-esque?
A Flat Miner Studios
30. Aug 2015 · 01:55 UTC
Well done. Pretty impressed with a lot of the little things, like transitions and the opening screens. Would love to see more.
Downtown
07. Sep 2015 · 23:13 UTC
great work. really enjoyed this one, good music and graphics. hitboxes and feedback around combat was a little off, but understandable given what you guys achieved otherwise in the time.
abcdef65g
09. Sep 2015 · 00:48 UTC
Excellent job. I mean it. I wished it was longer, it is hard to believe at times this was an RPG Maker game. Amazing choice for style. This game will be amazing if you guys decide to take it further and finish it and even sell it as a finished product.