plokdev
2015-04-21 14:18
The soundtrack is really good. Easily the game's best feature. I also liked the models of the enemies.
I'm not entirely sure it fits the theme, because the combat is a pretty standard Dragon Quest style RPG. Like, what makes a Moon Sword functionally different from an ordinary one? I've only played five minutes of it though. There were no bugs, but a handful of typos ("mistery" instead of "mystery").
The artwork and soundtrack for this are beautiful, very well done for a Ludum Dare game. I'd say the combat is a little basic, and not really unconventional as such, plus it'd be nice for the enemies to do some kind of animation when they attack, but given the timeframe, it's still pretty decent. Really good job overall!
Lovely job with the retro graphics and audio. I'd give you 5 stars for graphics, but there isn't an option to provide a rating for that.
Seemed like conventional rpg combat, not sure how the theme fits here.
Lazarus-omin (from Creative Sectors):
Thanks for the generous feedback, fellow devs!
Got the opportunity to say a few words: Yes, the battles are pretty standard turn-based quarrels. The twist, and the unconventionality comes in with the changing colour palettes, which are present at the weapons too, and was the base of our idea.
For example: you start with a spare Moon Sword (which was given to you by the trader at the start point), and as you hunt down Moon Ghosts, you can eventually upgrade your weapon at the smith. Your beginner weapon becomes the Jade Sword, which can hurt enemies having the Dark Green palette, but can't hurt the original Grey palette monsters. Our idea was to start with a basic set of 4 grey colours, and as you advance, you can go through a Dark Green, a Light Green, and eventually a full coloured world. (By the way: we emulate the 3 basic Game Boy-types: black & white, original dark green & light) Of course, you have to use weapons of different colours on enemies, as they appear to have different palettes. This is were we failed, as we can only put out a tiny demo by the near end of the deadline. At the moment: we only have two different monster types, the puny Moon Ghosts, and the Jade boss, at the end.
We plan to make a post-jam version though, with the original and full idea in mind, with a bunch of stuff, that didn't made it in the Ludum Dare version.
Oh, and we opted out the Graphics, because our assets were previously created. (The week before the jam, we wanted to have this old-schoolish' look, regardless of the theme)
I hope, I cleared some stuff up four you. :)
Have a nice week, and good luck!