Sent on a quest to find a source of untold power by a saint, Edith and Acco embark to the fertile crescent. As they near their destination treachery leaves Edith for dead until she is saved by a mysterious figure who uses her ravaged body as a test bed for weapons and abilities a knight could only dream of. Set out with Edith on her journey for revenge!

Component Catalogue:

  • Sword - Melee
  • Laser -Ranged
  • Scythe -Melee
  • Spell -  Ranged
  • Flail - Melee
  • Psyonics - Ranged
  • Arc - An arc shaped area of effect
  • Line - A rectangular shaped area of effect
  • X - An X shaped area of effect
  • Circle - A circular area of effect
  • Ice - Decreases the targets speed by 50% for 1 turn
  • Fire - Leaves an area of lingering fire that damages targets in the area
  • Lightning - A chain effect that performs the same action on nearby targets
  • Radiation - Leaves targets poisoned for a time
  • Double Range - Doubles the available range for the attack
  • Double Damage - Doubles the attacks damage
  • Healing - Turns all damage from an attack into healing for the targets


This game was created for the Pirate Software, Pirate Jam 16, and is a prototype made in two weeks.

Credits to:
Creative Lead - Vex
Lead Developer - Vex
Developer - Wishsong227
Character Artist - Evilrrat
Animator - Zijan Xu (https://xuziji.myportfolio.com/)
Background Artist - Evilrrat
UI Designer - Zijan Xu
Level Designer - Wishsong227
Musician and Sound Designer - Thun3rmusic (linktr.ee/thund3r_)

GDD:
https://docs.google.com/document/d/17X0Htf-391ljn27sN-ESI9fXfQ6xJ6QmkCsiHko25Gg/...

Comments

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EDIT****
Typo in the credit for the musician.
If you're interested in checking out their music they go by THUND3R and the link is https://linktr.ee/thund3r_

Cool premise, and I'm a big fan of tactical RPGs; however, less dialogue in the beginning and more gameplay. Reading through all that dialogue can be a slog.

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I understand what you mean. I felt like the context of the game was important. I think its not that there is too much dialogue (especially compared to other games) but rather its just that the way we conveyed that information could have been more digestible.

Maybe spacing it out, providing a cut scene, and adding voice acting would probably make it feel better to go through, because in reality its not that much dialogue, but maybe its the presentation.

However, I think your feedback reveals another underlying issue that would do the most to making the dialogue not feel so slow, which is that if there was more content during or after the dialogue it might feel like it was more worth it.

If this was a full release I would want to spend more time on adding content but I spent most of the time working on the battle system which did not leave much time to add exploration and even more varied combat.

(Maybe making the tutorial more of a full on battle would help to break up the non-combat segments)

Unfortunately that is the nature of doing your third ever game jam but I hope the visuals and music were intriguing enough to make you feel that the combat system was interesting enough to be redone in a more refined way.

Thank you for taking the time to provide feedback, if you see our previous game jam submissions I'd like to think were getting better with every submission.

Oh I totally get needing to balance systems integration, that's the bread and butter of a game so no sweat. You did good with the time you had! The Combat system reminded me of Arc the Lad. :)

Thank you for the kind words! I haven't head of Arc the Lad before I'll check it out.

I'm a big fan or strategy games but turn based battlers like this are new territory for me so I hope I can make something you may find interesting in the future.