TUCKIE'S PROFILE
Tuckie
355
---- haiku alerrrrt ----
HEY game'rs, I'm tuck
a neutral evil slimeboy
hit me up 4 vidzzz
------------------------
HEY game'rs, I'm tuck
a neutral evil slimeboy
hit me up 4 vidzzz
------------------------
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Play the demo! PLAY IT!
Just played through this, made it through to the "To be continued" in about an hour and a half(though I did play through the first half or so REALLY rushing, as I decided to switch to my other computer due to the aforementioned lag issues), and I'm very impressed by the quality especially considering this was made by just you!
I really only had one small irk, and it was that not enough stuff produced dialogue when you went up to examine it. For a game with such rich dialogue, I was surprised that nothing really in Jimmy's home was examinable, even the eery, pounding door.
I really only had one small irk, and it was that not enough stuff produced dialogue when you went up to examine it. For a game with such rich dialogue, I was surprised that nothing really in Jimmy's home was examinable, even the eery, pounding door.
Cannon_Leap.gif
This whole GIF reminds me of that Dragon Quest Rocket Slime game. All you do is launch yourself outta cannons and splat onto stuff. Very cute.
chatchatchat.gif
GLITCHED
Boy am I glad to see this here. I've been following this project since you were posting screenshots on Reddit a few months back, and I'm impressed by how much the project has grown since then. Keep up the good work, and I can't wait to back the kickstarter.
Wednesday's Knights Review
I stepped back from checking this page for about a month, since views seemed to slow down, and of course that means downloads needed to have practically doubled since then... that being said, I'm really surprised to see this much more activity here! At the same time, I'm very sorry I didn't see this any sooner. This being the first game I've released, I'm not too keen on how I'm supposed to respond despite me feeling that I should. I'll try to give answers to some of the more questionable aspects you mention.
"No One Rolled Cleric?"
Well, not exactly. The races and classes in this game were taken from a WIP roleplaying system a friend and I worked on a while ago. Th class of the slime character, "Bravo" is actually the closest thing to a cleric our system has. We kind of designed it as a "battle pop star", and thusly all of its abilities are loosely based off of 80s one-hit wonders. The whole system reeks of that kind of humor. An enemy I designed but didn't have a chance to add to the game was a smaller version of the minor grub, aptly named the "Minor Miner Grub". I can't state enough that Earthbound is one of my biggest influences, so it's hard for me not to make goofy games.
"...strange race/class combinations, likely a nod to that one guy in every group who needs to have some sort of goofy character to round out an otherwise serious part."
I am of the opinion that we all have a little of "that one guy" in us. Some more so than others, certainly, but I won't believe that there are role players who never make up a goofy characters. I could go on for hours about the bratty 10-year old I'm playing right now, or the time I rolled a thief that I convinced the rest of the party was a reluctant mage the first half of the campaign.
"Refreshingly, the story never aims to make any sense or take itself seriously, and the custom pixel visuals and original soundtrack help set the overall whimsical tone for the plot. For a game that was made in a week, there is an extensive amount of love put into its presentation and character. Kudos to Tuckie for working as hard as he did getting this game's aesthetic in such good shape in the amount of time that he had."
The assets of the game, I believe, were probably the strongest bit of the presentation, but also it's downfall. Out of a 7-day event, I spent roughly 4-days spriting, and composing the half of the music that wasn't made in tandem with a friend of mine. I certainly would have like to polish the rest of the game more if my spriting hadn't taken such a large chunk of time.
"...no way of knowing what your modifier is (if it's in the game at all and not just flavor text) unless you knew from playing a tabletop RPG."
They are in the game, but a little more under-the-hood. For instance, there are no "official" stat modifiers added to abilities, rather I add (stat - 10)/2 to abilities where applicable. One thing this game admittedly doesn't do well is explain it's system well enough. Part of this is for storytelling reasons, as I wanted to create the experience someone new to role playing would have (hence the weird race-classes etc.), but more could be done to teach the players how to play. I have received a lot of flak for the one-stop shop that doesn't allow players to assess their characters beforehand.
"Combat also tends to be very slow, since enemies have beefy amounts of HP and your base stats other than HP never increase at level-up."
The combat is slow. I have no excuse for that. A lot of it is that I have a really long animation (14 frames or something?) for the "dice roll" sound effect it uses way too much. Since there was no going back to shop or an inn, I had to make the combat last long. I tried to offset it by autohealing characters after battle, but it doesn't help much. Honestly the combat is painfully easy if you abuse Kromgul's ability which stops enemies. By using that every turn, my tests beat the boss (i.e waited the 15 turns just defending) at like level 3. Also, the level cap is in place, I've explained, because progression is only handled through more abilities, and I simply didn't have the time to make a bunch more levels worth. You pretty much have enough tools to win by level 3, as I said.
"...the boss itself has no battleback or graphic, though I don't know if this was just unfinished or symbolic for the events that unfold among the players during that fight."
There isn't supposed to be a battleback, but there is a sprite for the boss... What I tracked it down to be was a "fadeout screen" event that wasn't resolved before combat begins. He's a larger and more detailed version of the "ting" from the boss room.
His file is in there with the rest of the battlers. Also, I didn't encrypt any of the game data, so looking through or using any of the sprites from this is fine by me.
Honestly, I would have thanked you for just playing through the game. To write a pretty fully-fledged review is just astounding to me. This being the first game I've ever publicly released, I am really happy that it has this much attention, however small. I entered the game jam as a test to see how much a fully motivated me could put out in a week, and I'm pleasantly surprised. Before this game, I never figured I would be one of those developer's who are viewed mostly for their writing, so I never put much thought to it. The reactions to Wednesday's Knights have given me a lot more direction for my larger projects, and I have already begun to bring a lot more substance and meaning to my games, through their writing. Thanks for your kind words, and I hope you enjoy whatever I release in the future just as much!
"No One Rolled Cleric?"
Well, not exactly. The races and classes in this game were taken from a WIP roleplaying system a friend and I worked on a while ago. Th class of the slime character, "Bravo" is actually the closest thing to a cleric our system has. We kind of designed it as a "battle pop star", and thusly all of its abilities are loosely based off of 80s one-hit wonders. The whole system reeks of that kind of humor. An enemy I designed but didn't have a chance to add to the game was a smaller version of the minor grub, aptly named the "Minor Miner Grub". I can't state enough that Earthbound is one of my biggest influences, so it's hard for me not to make goofy games.
"...strange race/class combinations, likely a nod to that one guy in every group who needs to have some sort of goofy character to round out an otherwise serious part."
I am of the opinion that we all have a little of "that one guy" in us. Some more so than others, certainly, but I won't believe that there are role players who never make up a goofy characters. I could go on for hours about the bratty 10-year old I'm playing right now, or the time I rolled a thief that I convinced the rest of the party was a reluctant mage the first half of the campaign.
"Refreshingly, the story never aims to make any sense or take itself seriously, and the custom pixel visuals and original soundtrack help set the overall whimsical tone for the plot. For a game that was made in a week, there is an extensive amount of love put into its presentation and character. Kudos to Tuckie for working as hard as he did getting this game's aesthetic in such good shape in the amount of time that he had."
The assets of the game, I believe, were probably the strongest bit of the presentation, but also it's downfall. Out of a 7-day event, I spent roughly 4-days spriting, and composing the half of the music that wasn't made in tandem with a friend of mine. I certainly would have like to polish the rest of the game more if my spriting hadn't taken such a large chunk of time.
"...no way of knowing what your modifier is (if it's in the game at all and not just flavor text) unless you knew from playing a tabletop RPG."
They are in the game, but a little more under-the-hood. For instance, there are no "official" stat modifiers added to abilities, rather I add (stat - 10)/2 to abilities where applicable. One thing this game admittedly doesn't do well is explain it's system well enough. Part of this is for storytelling reasons, as I wanted to create the experience someone new to role playing would have (hence the weird race-classes etc.), but more could be done to teach the players how to play. I have received a lot of flak for the one-stop shop that doesn't allow players to assess their characters beforehand.
"Combat also tends to be very slow, since enemies have beefy amounts of HP and your base stats other than HP never increase at level-up."
The combat is slow. I have no excuse for that. A lot of it is that I have a really long animation (14 frames or something?) for the "dice roll" sound effect it uses way too much. Since there was no going back to shop or an inn, I had to make the combat last long. I tried to offset it by autohealing characters after battle, but it doesn't help much. Honestly the combat is painfully easy if you abuse Kromgul's ability which stops enemies. By using that every turn, my tests beat the boss (i.e waited the 15 turns just defending) at like level 3. Also, the level cap is in place, I've explained, because progression is only handled through more abilities, and I simply didn't have the time to make a bunch more levels worth. You pretty much have enough tools to win by level 3, as I said.
"...the boss itself has no battleback or graphic, though I don't know if this was just unfinished or symbolic for the events that unfold among the players during that fight."
There isn't supposed to be a battleback, but there is a sprite for the boss... What I tracked it down to be was a "fadeout screen" event that wasn't resolved before combat begins. He's a larger and more detailed version of the "ting" from the boss room.
His file is in there with the rest of the battlers. Also, I didn't encrypt any of the game data, so looking through or using any of the sprites from this is fine by me.
Honestly, I would have thanked you for just playing through the game. To write a pretty fully-fledged review is just astounding to me. This being the first game I've ever publicly released, I am really happy that it has this much attention, however small. I entered the game jam as a test to see how much a fully motivated me could put out in a week, and I'm pleasantly surprised. Before this game, I never figured I would be one of those developer's who are viewed mostly for their writing, so I never put much thought to it. The reactions to Wednesday's Knights have given me a lot more direction for my larger projects, and I have already begun to bring a lot more substance and meaning to my games, through their writing. Thanks for your kind words, and I hope you enjoy whatever I release in the future just as much!
Wednesday's Knights
author=Laughingman22
Just joined this site and this game immediately caught my attention. Though really short the games was extremely creative and stylish, great job.
Glad you liked it. The game was so short simply because this was an entry for a gamejam, and I had a total of seven games to complete it. I'm honestly surprised that I even got what I did done on time. There are a lot of very creative people on this site, so have fun and look around.
Wednesday's Knights
author=hiromu656
Happy to see this here. Finished playing this during the aforementioned Challenge, and it was easily my choice for winner. So yeah, pretty sweet game; great writing, interesting battles (given how short the game is) and a nice, although subtle, story. Definitely recommended from me 8)
Hey, thanks! I remember you from the challenge; It's too bad that you weren't able to finish on time. The holiday season just kind of destroyed everyone's schedule. I really wish that a lot more people could have finished, too. I wanted to see all of the ideas people came into the contest with.
Wednesday's Knights
author=thesacredlobo
Well, I decided to do a Let's Play of this game.
I'm legitimately surprised that my game got a video this early on! I'm currently mid-way through watching while typing this right now. What I find pretty funny is that you are the first person I've personally heard of who's completed the game, even out of all of my personal friends I've given the game to. A lot of them aren't quite RPG connoisseurs and had trouble getting through fights. I'm not that far in the video yet, but I'll be happy to finally see what someone thinks of the game after completing it. It's also kind of awkward to be watching my own game; Having to see all of the sections of dialogue or other aspects that I could do better on. Thank you for making this!
ScreenP3.png
author=Ratty524
To add on, I'd also tone down the highlights of your floor tiles to create a better sense of depth. Right now, especially because your character sprites are detailed in the exact same way, they're kind of stealing the focus of your maps.
I can see that as well. When I made the sprite, I was mostly worried about the very dark sections being too distracting, but I can see how the lighter parts do that as well. I'll possibly play around with the colors, and make them a little less saturated if I decide to update this.
ScreenP3.png
author=Liberty
There's something a bit hinky going on with your wall tiles - the fact that you're using them as ceiling tiles at the bottom really messes with the perspective a lot and makes it look weird as hell. You might want to try changing the ceiling tiles to something else (or maybe making the walls different) because currently it looks hella strange... and not in the good way.
Hi! Thanks for the response! I didn't realize that this would be found so quickly. I totally see what you mean by there being an issue with the perspective here. It sort of seems as if the ceiling at the bottom was at the same level as the floor. This game was for a gamejam, so I needed to complete it in a week's time so it was a little rushed. I have already taken a few notes on some other aspects of the game that need reworking, and I'll add this as well. Possibly in the future I may update or remake the game, including a fix to this, but for the time being I feel it would be betraying to the nature of a gamejam to release the project in anything other than it's initial form.
Thanks for the input, though!
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