One of the best itch games Ive played in a while. What a nice, compact experience! Every item and ability feels like it has a place with little bits of synergy to boot. Rethinking how items work the way you did prevents hoarding, doesnt cheapen wins and feel like a genuine part of the strategy.
Love the reset option. Too many JRPGs try to punish losing by resetting progress, which is stupid. Letting you restart right away doesn't make things easier, there's still a challenge you need to overcome to see the rest of the game.
A suggestion about items in your upcoming project in case you haven't come up with the following. Super Metroid has a lot of secret rooms that increase missile or bomb capacity the slightest bit. It'd perfectly fun loot to get like a second Big Cucumber so you can use like two per battle.
The delay before dodging was kind of too much though. It forces the player be a lot too pre-emptive when dodging and the window between some of the attack's telegraphing and execution can be so small to the point of almost being guesswork. imo the dodge startup should be small and the recovery longer. Allows for quick reactions (can get a nice DBZ/Jojo feel) while punishing whiffing/spamming dodge. It might be fun to even have a sort of 'strafing' mechanic where if you dodge within an even narrower window before getting hit, you get a small multiplier bonus for the next attack, rewarding risk.
There's potential for abuse since you can make both characters dodge at the same time. Maybe having them dodge at the same time has longer recovery? Costs a little bit of SP like in Indivisible? I like the suggestion below about less I-frames. It shouldn't be punished per se, both characters needing to dodge a big attack is interesting and I'm sure there might be some programming difficulties when trying to implement dodging multiple attacks in quick succession. It's a bit of a design problem I'm sure you can work out.
Do you plan on keeping it to 2 party member fights? I think that could be good, considering the controls scheme. If you plan on a larger overall cast of playable characters, have you tried Child of Light? Its fights have two active members but you can switch freely in such a way it's more like you fight with your WHOLE party, which I really like. Final Fantasy 10 I think does something similar but I havent played that yet.
Overall, I really liked this game! I'm definitely playing your earlier one and am eagerly anticipating whatever is next. I'll look into where else to follow you and I hope you update on your progress there!
Thanks for the feedback! Yes, I do plan on keeping it to 2 party members, since I feel like more party members could make dodging a bit overwhelming. By the way, the dodges are supposed to give you invincibility basically frame 1, so I have no idea why there was a delay for you. I'm gonna have to look into that, because I definitely agree with the "short startup and long recovery" idea.
First and foremost, the length. The game is painfully short; only being 4 or 5 battles/20 minutes long. Take this as a hidden compliment, I really do want more.
Next, the dodging can be easily cheesed by pressing both buttons at the same time, removing the need to determine where the attack is going, and has you only focus on timing. The game becomes significantly easier when you figure this out. This could have been solved by placing a timer on each character's dodge, or perhaps making the I-frames you get from dodging directly affected by how many party members dodge at once. Dodging with more party members gives you less I-Frames, but you also don't have to worry about "aiming" your dodge. Dodging individually gives you more I-Frames, but locks you into a dodge animation. You can shake this up by adding attacks that change target mid-attack, but that might be a bit too RNG. Just a few suggestions.
This next one is a minor nitpick, but I never really saw the need to use the WAIT mechanic in battle. It seemed pretty useless as it offers no advantage (unless I missed something), and felt like it was only slapped on to fill the last face button on the controller.
Some minor nitpicks:
-The pace of battles felt a tiny bit clunky, like I was waiting for things to happen just a splitsecond too long (outside of dodging, where it makes sense for my rhythm to be thrown off), but that's highly subjective; I would just prefer a more snappier feel.
-Most items felt a bit useless, but this is due mostly to how short the game is, but also due to the fact that your HP and SP both refill after every battle.
-The battle menu feels a bit stiff. I feel like even one or two more frames of animation to the UI would go a long way. Think about how Persona's UI is constantly moving.
Here's what I love about the game:
-The art is some of the yummiest I've seen in a very, very long time. I love the blue on pink, I love the pink on black, I love the hard contrast of the colors on the ground against the gradient fade of the water's reflections. I love the overall style and presentation of the game, besides the slight clunkiness I hinted at earlier.
-The humor landed every single time. I got a few good laughs out of this game (all intentional). I'm a sucker for bizarre, meta humor, and this game was like a shot up the arm.
-The characters, for the very few lines they're given (main characters as well as enemies) each have their own personality.
-I'm a sucker for good fonts. This game pleased me very much in that regard. It's not always about how much you spend on a font, or whether or not you make your own, but more so choosing the right font for the job. You did. A lot of game devs overlook good fonts, but luckily the font choice was one of the first things I noticed.
-The music. Pure bangers. I especially love how in one fight, the song crescendoed as the fight got more intense. That really, really rocked.
-The combat UI reminds me of Persona 5, almost like it was directly inspired by it or something.
Things I want in the (hopefully) inevitable sequel/expanded release:
-Jumping in the overworld, even if it's useless. It's fun. Enough said.
-More party members, maybe even enough to warrant worrying about team comp. Self explanitory. Also, with more members comes more dodging, and if you position four party members in the same way as the face buttons on a controller, it might make for interesting attack patterns where you need to dodge with two people for one projectile, one after the other.
-More content (duh). At least 10 hours, but hopefully as long as humanly possible.
-More Ashley Rando (duh)
-Really sad parts that come out of nowhere, but don't detract from the humor (duh)
This made an excellent demo and proof of concept. The raw talent on display here wowed me in only 24 minutes. Tighten it up and make it a full release, and I legitimately think this could be the next big cult classic.
I'm looking forward to whatever comes next, and you've absolutely earned a follow from me.
I have one thing to say...I would absolutely pay for more of this! Everything about the combat system seems finished and polished off, and the element of dodging attacks couldn't have been done better. All in all, a great little game!
I played through the full game and actually uploaded my gameplay to YouTube. I adored this little mock-venture, it was a lot of fun to play through. Unfortunately, I was quite awful at the combat most of the time. The combat, art, and writing were quite superb, honestly. My only complaint would be the length, I would love to see more of this. Thank you for making such a fun little game!
I love this game that you designed and I think it is very interesting! Would you mind that I post a video of my playing the game online(containing Chinese oral translation)? I'll label your name(*^o^)(^o^*) Thank you very much❤!
Great combat, it has a very good feel to it. I could see this system working for a longer RPG. The projectile dodging admittedly caught me off-guard. If I had any complaint it's that this game was too short and there wasn't enough evil to destroy.
Love this game to death. The dry comedy style, beautiful pixel art, and especially the banging tunes while I played. This is why i'm here. To find absolute gems like this wonderful game. Thanks Albin.
This an amazing fun game! It's freaking funny! I like how this game is so straight to it objective! This is really funny and enjoyable even if it's short! I like it!
I Hope you won't mind Uploading my gameplay on my YouTube channel, I want to share it to my Friends and to others.
In most RPGs, you slay countless weak enemies. This was a fresh take that reminded me a bit of Furi, where you fight fewer enemies but they are more rewarding to kill. Really neat! But the writing is bad.
Wonderful game! I really liked the blocking mechanic, although I found myself blocking both characters at the same time most of the time until one of the attacks punished me for that (which was good). Also, having some more contrast with some of the UI such as damage numbers would be nice since everything sort of blends in with the pink. The writing could also use some work although the humor at the credits was really funny. Overall great game with lots of potential and I look forward to the full release!
I'm sorry, I was certainly looking forward to this game because from what i've seen it does look like it's been amazingly crafted... but i'm having so much trouble getting this game to function, I can't get my head around the control-configuration in the slightest, to start off. But whenever I boot the game I can't help but continuously walk to the left, even when i'm not pressing anything... and the buttons that are set for navigating the menus are confusing as hell, but that's not really as much as a problem as what I said earlier about constantly going to the left. I don't know what I can do really, i've fiddled around with the controls for way too long only to realise it's just a big mess. Could you maybe help out? Is it because i'm using a PS4 controller instead of the pictured Xbox one?
Sorry for the super late response! I didn't make the game with a PS4 controller in mind (didn't have one while I made the game) so I assume that is what is causing the issues... I'll definitely keep this in mind for my next project!
I was blown away when Adiasis hit me with that reference as though she used the time stop on me instead. It was a very neat touch of JoJo to the game I must say!
Anyways, the game is really well done for a one of a kind RPG that you can play and finish in as little as under half an hour! The art style is really cool, the gameplay is as engaging as it is interesting, and I encountered virtually no bugs throughout the game.
Overall Adiasis is an RPG game but with element creatively squeezed down into pocket size but still retaining an interesting experience for anybody who plays this game!
Would be interested to see what other games you will cook up in the future!
Much regard,
Random bored gamer from the other side of ZA WARUDO!
Thank you! I’m not planning on continuing Adiasis, but I just started working on another game with similar mechanics. The engine I used was Unity, by the way.
Such a good game, way too short though. Definitely waiting for your next games. Also, how can i get the music, to listen for myself without playing the game?
Nice graphics, nice sound effects, polished game. I just found the dodge to be hard to use since there's a delay between pressing the button and the actual dodge. And it seemed like sometimes the timing of it changed which made it unpredictable. Before Adias stops time, the timing of the dodge seemed longer than usual.
Hmm, that's weird. It definitely wasn't intended, at least. I'm definitely gonna have to keep those inconsistencies in mind for any future game I make. Thank you for the critique!
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One of the best itch games Ive played in a while. What a nice, compact experience! Every item and ability feels like it has a place with little bits of synergy to boot. Rethinking how items work the way you did prevents hoarding, doesnt cheapen wins and feel like a genuine part of the strategy.
Love the reset option. Too many JRPGs try to punish losing by resetting progress, which is stupid. Letting you restart right away doesn't make things easier, there's still a challenge you need to overcome to see the rest of the game.
A suggestion about items in your upcoming project in case you haven't come up with the following. Super Metroid has a lot of secret rooms that increase missile or bomb capacity the slightest bit. It'd perfectly fun loot to get like a second Big Cucumber so you can use like two per battle.
The delay before dodging was kind of too much though. It forces the player be a lot too pre-emptive when dodging and the window between some of the attack's telegraphing and execution can be so small to the point of almost being guesswork. imo the dodge startup should be small and the recovery longer. Allows for quick reactions (can get a nice DBZ/Jojo feel) while punishing whiffing/spamming dodge. It might be fun to even have a sort of 'strafing' mechanic where if you dodge within an even narrower window before getting hit, you get a small multiplier bonus for the next attack, rewarding risk.
There's potential for abuse since you can make both characters dodge at the same time. Maybe having them dodge at the same time has longer recovery? Costs a little bit of SP like in Indivisible? I like the suggestion below about less I-frames. It shouldn't be punished per se, both characters needing to dodge a big attack is interesting and I'm sure there might be some programming difficulties when trying to implement dodging multiple attacks in quick succession. It's a bit of a design problem I'm sure you can work out.
Do you plan on keeping it to 2 party member fights? I think that could be good, considering the controls scheme. If you plan on a larger overall cast of playable characters, have you tried Child of Light? Its fights have two active members but you can switch freely in such a way it's more like you fight with your WHOLE party, which I really like. Final Fantasy 10 I think does something similar but I havent played that yet.
Overall, I really liked this game! I'm definitely playing your earlier one and am eagerly anticipating whatever is next. I'll look into where else to follow you and I hope you update on your progress there!
Thanks for the feedback! Yes, I do plan on keeping it to 2 party members, since I feel like more party members could make dodging a bit overwhelming. By the way, the dodges are supposed to give you invincibility basically frame 1, so I have no idea why there was a delay for you. I'm gonna have to look into that, because I definitely agree with the "short startup and long recovery" idea.
Very tongue-in-cheek, combat is great, love the game overall. Just wish so much it was longer T_T
I have a lot to say about this short, short game.
I have a few complaints about the game:
First and foremost, the length. The game is painfully short; only being 4 or 5 battles/20 minutes long. Take this as a hidden compliment, I really do want more.
Next, the dodging can be easily cheesed by pressing both buttons at the same time, removing the need to determine where the attack is going, and has you only focus on timing. The game becomes significantly easier when you figure this out. This could have been solved by placing a timer on each character's dodge, or perhaps making the I-frames you get from dodging directly affected by how many party members dodge at once. Dodging with more party members gives you less I-Frames, but you also don't have to worry about "aiming" your dodge. Dodging individually gives you more I-Frames, but locks you into a dodge animation. You can shake this up by adding attacks that change target mid-attack, but that might be a bit too RNG. Just a few suggestions.
This next one is a minor nitpick, but I never really saw the need to use the WAIT mechanic in battle. It seemed pretty useless as it offers no advantage (unless I missed something), and felt like it was only slapped on to fill the last face button on the controller.
Some minor nitpicks:
-The pace of battles felt a tiny bit clunky, like I was waiting for things to happen just a splitsecond too long (outside of dodging, where it makes sense for my rhythm to be thrown off), but that's highly subjective; I would just prefer a more snappier feel.
-Most items felt a bit useless, but this is due mostly to how short the game is, but also due to the fact that your HP and SP both refill after every battle.
-The battle menu feels a bit stiff. I feel like even one or two more frames of animation to the UI would go a long way. Think about how Persona's UI is constantly moving.
Here's what I love about the game:
-The art is some of the yummiest I've seen in a very, very long time. I love the blue on pink, I love the pink on black, I love the hard contrast of the colors on the ground against the gradient fade of the water's reflections. I love the overall style and presentation of the game, besides the slight clunkiness I hinted at earlier.
-The humor landed every single time. I got a few good laughs out of this game (all intentional). I'm a sucker for bizarre, meta humor, and this game was like a shot up the arm.
-The characters, for the very few lines they're given (main characters as well as enemies) each have their own personality.
-I'm a sucker for good fonts. This game pleased me very much in that regard. It's not always about how much you spend on a font, or whether or not you make your own, but more so choosing the right font for the job. You did. A lot of game devs overlook good fonts, but luckily the font choice was one of the first things I noticed.
-The music. Pure bangers. I especially love how in one fight, the song crescendoed as the fight got more intense. That really, really rocked.
-The combat UI reminds me of Persona 5, almost like it was directly inspired by it or something.
Things I want in the (hopefully) inevitable sequel/expanded release:
-Jumping in the overworld, even if it's useless. It's fun. Enough said.
-More party members, maybe even enough to warrant worrying about team comp. Self explanitory. Also, with more members comes more dodging, and if you position four party members in the same way as the face buttons on a controller, it might make for interesting attack patterns where you need to dodge with two people for one projectile, one after the other.
-More content (duh). At least 10 hours, but hopefully as long as humanly possible.
-More Ashley Rando (duh)
-Really sad parts that come out of nowhere, but don't detract from the humor (duh)
This made an excellent demo and proof of concept.
The raw talent on display here wowed me in only 24 minutes.
Tighten it up and make it a full release, and I legitimately think this could be the next big cult classic.
I'm looking forward to whatever comes next, and you've absolutely earned a follow from me.
green_keen
Thanks for the feedback! This is really, REALLY helpful!
I have one thing to say...I would absolutely pay for more of this! Everything about the combat system seems finished and polished off, and the element of dodging attacks couldn't have been done better. All in all, a great little game!
I played through the full game and actually uploaded my gameplay to YouTube. I adored this little mock-venture, it was a lot of fun to play through. Unfortunately, I was quite awful at the combat most of the time. The combat, art, and writing were quite superb, honestly. My only complaint would be the length, I would love to see more of this. Thank you for making such a fun little game!
So cool <3
I love this game that you designed and I think it is very interesting! Would you mind that I post a video of my playing the game online(containing Chinese oral translation)? I'll label your name(*^o^)(^o^*) Thank you very much❤!
Sure thing. Go ahead!
Thank you!
This is what happen when you spend too much time on gym in persona
Really great game, i wish it was much longer. the fight is really fun, the stupid writing is funny, and the graphic were great
Great combat, it has a very good feel to it. I could see this system working for a longer RPG. The projectile dodging admittedly caught me off-guard. If I had any complaint it's that this game was too short and there wasn't enough evil to destroy.
Love this game to death. The dry comedy style, beautiful pixel art, and especially the banging tunes while I played. This is why i'm here. To find absolute gems like this wonderful game. Thanks Albin.
Amazing game. Had an absolute blast with the combat.
Let's connect on discord - nerdPoint#4763
We would like to publish this game for mobile phones.
waiting for translation portuguese Brazil
any chance for a mac release?
Probably not sadly, since I don't have a mac to test the game with... Sorry about that!
This an amazing fun game! It's freaking funny! I like how this game is so straight to it objective! This is really funny and enjoyable even if it's short! I like it!
I Hope you won't mind Uploading my gameplay on my YouTube channel, I want to share it to my Friends and to others.
Thank you for the Game!
Keep Up the Good Work! XD
You broke me. Finally made an itch.io account
Whoa this is really cool. Make a full game thanks bye lol
You really got something with real potential here man, you should really flesh it out and make a full release for it
bro make a fricking full version!!!
In most RPGs, you slay countless weak enemies. This was a fresh take that reminded me a bit of Furi, where you fight fewer enemies but they are more rewarding to kill. Really neat! But the writing is bad.
Great game. You got Jojo references, like ZA WARUDO, and I REJECT MY HUMANITY, JOJO
Great little game. It has potential to be honest.
Just wanted to drop in and shout-out your space ripper stingy eyes. Very nice!
is that a motherfucking JoJo reffrence?!
If you mixed Persona, JoJo, and pixel art together, you'd get something like this and I hella dig it.
I loved this game! It was fun i liked this style the music was amazing and i loved the humor! Heres my playthrough if you want to see!
this is a fun game holy crap
short, but still fun
the blocking mechanic could have been better, but i think its forgiven by the jojo references
gamer programmer
Wonderful game! I really liked the blocking mechanic, although I found myself blocking both characters at the same time most of the time until one of the attacks punished me for that (which was good). Also, having some more contrast with some of the UI such as damage numbers would be nice since everything sort of blends in with the pink. The writing could also use some work although the humor at the credits was really funny. Overall great game with lots of potential and I look forward to the full release!
Thanks! Appreciate the feedback :)
I'm sorry, I was certainly looking forward to this game because from what i've seen it does look like it's been amazingly crafted... but i'm having so much trouble getting this game to function, I can't get my head around the control-configuration in the slightest, to start off. But whenever I boot the game I can't help but continuously walk to the left, even when i'm not pressing anything... and the buttons that are set for navigating the menus are confusing as hell, but that's not really as much as a problem as what I said earlier about constantly going to the left. I don't know what I can do really, i've fiddled around with the controls for way too long only to realise it's just a big mess. Could you maybe help out? Is it because i'm using a PS4 controller instead of the pictured Xbox one?
Sorry for the super late response! I didn't make the game with a PS4 controller in mind (didn't have one while I made the game) so I assume that is what is causing the issues... I'll definitely keep this in mind for my next project!
Here's my review! I want MOREEEEE.
Great game, remins me of Undertale. Usually I don't play JRPG, but dash mechanic makes it more dynamic.
BTW Nice Jojo reference.
WRYYYY!!!!!
I was blown away when Adiasis hit me with that reference as though she used the time stop on me instead. It was a very neat touch of JoJo to the game I must say!
Anyways, the game is really well done for a one of a kind RPG that you can play and finish in as little as under half an hour! The art style is really cool, the gameplay is as engaging as it is interesting, and I encountered virtually no bugs throughout the game.
Overall Adiasis is an RPG game but with element creatively squeezed down into pocket size but still retaining an interesting experience for anybody who plays this game!
Would be interested to see what other games you will cook up in the future!
Much regard,
Random bored gamer from the other side of ZA WARUDO!
Great game, especially liked the music and graphics! Really got a persona vibe from it.
Just curious, what engine did you use to make this? I'm getting into the game-making process and was looking for a nice place to start. Thanks a ton.
Also, are you planning on expanding the game later on? I love these characters and the style in general.
Thank you! I’m not planning on continuing Adiasis, but I just started working on another game with similar mechanics. The engine I used was Unity, by the way.
a great game with fully polished Persona feel combat but has it's own uniqe mechanism. and IS THAT JOJO REFERENCE??
Yes. Yes it is :)
Such a good game, way too short though. Definitely waiting for your next games. Also, how can i get the music, to listen for myself without playing the game?
I just uploaded the music to my YouTube channel, you should be able to get to it by clicking on the trailer.
Nice graphics, nice sound effects, polished game. I just found the dodge to be hard to use since there's a delay between pressing the button and the actual dodge. And it seemed like sometimes the timing of it changed which made it unpredictable. Before Adias stops time, the timing of the dodge seemed longer than usual.
Hmm, that's weird. It definitely wasn't intended, at least. I'm definitely gonna have to keep those inconsistencies in mind for any future game I make. Thank you for the critique!