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A jam submission

Warrior Vania PrologueView game page

A Fantasy Metroid Vania Style Game that involves the Player in Battles, Item Collecting, and Puzzle Solving.
Submitted by Stusse Games (@StusseGames) — 8 hours, 14 minutes before the deadline
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Warrior Vania Prologue's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#113.8573.857
Design#123.4293.429
Overall#163.3933.393
Enjoyment#173.2143.214
Metroidvania#303.0713.071

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity 2021

Team/Developer
Alex & Irene Tester

External assets
A* Pathfinding Project - AI Pathfinding - Pixel Art Top Down - Basic - and other Unity Assets from Asset Store

Comments on the jam
Jam Time was good, we planned a little bit to Much for this Time and ended up with unfinished Map Designs and lack of a couple Mechanics. The Project contains around 320 Hours of Total Work Time so far. We would like to see a Follow Up Game Jam like, "Evolve your Metroid Vania Game". Thanks for Hosting the Jam

Reference info
@Stussegames

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Comments

Submitted

This was a unique experience, though it didn't feel very metroidvania-y. It's an interesting concept for a game though and I'd like to see more if it grows from here. 

Submitted

wow, a really nice entry! what a nice game!

Submitted

Super fun game you have here! I know you mentioned that you used pre-bought assets but there is something to be said about being able to put everything together to look nice which you have been successful at! 

I also really like the fog of war effect you have added to the game. It makes the vibes of it all so much better and keeps me on my toes a bit more. 

Submitted( 1)

First of all, holy crap did you seriously make side and back art for all of those hair styles? That's amazing. That is above and beyond for a month long gamejam. I dug the vibe of the world, bringing light to the darkness by lighting torches around the land felt like a really cool mechanic. Your menu system was also very robust, there is a ton of work and polish that went into this game.

With all that said, some feedback:

- I'll be honest, I played for roughly fifteen minutes and never figured out how to make a dagger. I sort of just... wandered. I found a lot of really cool environs, but never felt like I made progress. I headbutted a boar for awhile until it killed me...

- I think what generally caused this is 1) just how large scale and open the world is. I could go in SO many directions at the start and maybe not all of them are the right direction. A little more guidance would have been very appreciated and 2) the menu system, while robust, was fairly overwhelming. I kind of panicked as soon as I opened it. Don't get me wrong, it's a great looking menu, but it's a lot to take in at once.

- But a small nitpick on the menu, you could open multiple menus at once and they'd overlap each other.

Ultimately I didn't make as much progress as I wanted to, but I really respect the sheer ambition and scale of this project. I think with some refinement in the onboarding portion of the game (I know, a weird task for a gamejam), this would be a game I could really sink my teeth into.

Developer

Hey, thanks for playing along. First of all, as much as I'd like to claim credit, no, the chibi characters aren't made by us, they're an asset we bought a long time ago.

The dagger is next to the house in a barrel. All the objects needed to progress in the game can be found hidden somewhere in the world. They have no RNG. But many of these objects can also be found on a second path with RNG. This may allow the player to get to other regions sooner.

I respect that you haven't made much progress as it's still hard to understand everything in the game and to be honest, if you don't have the dagger or axe at the beginning, you can't make that much progress as you can't collect materials to make health potions. I might want to include some hidden walls that the player can't cross if they haven't found the basic items in the starting area.

Most of you have pointed out that the UI is a bit overwhelming and I'm working on better gameflow, like quickswap and user interfaces that are easier to understand.

Thanks for your feedback, I really appreciate it.

Submitted( 1)

Amazing work! I had an issue with the opening and my firewall at first but then shut it down and it was so nice! I love costumizing characters and this was so cool! 

great job super polished!

Developer

Thanks for Playing and enjoying.

That's weird with the Firewall, since the Game not have something implemented, that connects to the Internet. Mhh maybe its the "Easy Save" Asset is has a Cloud Feature Integrated.

We wanted to make it as Web Version available but it exceeds the File Limit of 1 GB by just 100 MB but today Itchio increased our Upload Limit so we probably gonna upload a Web Version with the next Update as well.

Submitted( 1)

It is a very complex and polished game, specially for a 30 days development time, congrats!

While having lots of mechanics is a cool thing, if not presented organically and naturally to the player, it feels overwelming and too difficult. Its way too much text in the begining to explain it all at once, which makes it really hard to actually understand anything.

But this is a great solid base for a full game, and an amazing submission for the jam, congrats!

Developer( 1)

With the Text at the beginning im totally with you.

The 30 Days were kinda Short for a "Project" of this size, so the introduction into the Features are a bit, lets say not fully implemented.

The "Game Information" shouldn't be active at the beginning, but since my play tester not even knew, the main goal of the game was to activate the light altars, i switched it temporarily on so people can read at the beginning the main objective, but in a future update i wanna introduce this to the player by a "Interactive Tutorial".

Thanks for playing, we plan to develop the game further since we see much more potential in it too.

Submitted( 1)

bro, what a well-organized game, I liked that it has a huge variety of characters.beautiful work. I just thought the character moves slowly, doesn't take what I said seriously for not playing games like that. Nice game, man.

Submitted( 1)

Really cool! I can't wait to see how this evolves!

Submitted( 1)

This is a super cool and promising game! I think what caught most of my attention is the UI. It is a fine UI. I'm pretty envious because of all that is on my "to learn" list.  Improvements I would suggest would be the following:

  • Currently the player is able to have all the different menu windows opened at the same time. I would keep it to only one. If i click on the achievements (which I love btw) and then click on my inventory, they're both open and it doesn't feel right.
  • The escape button should probably only bring up the options menu when no other windows are open. I would have it set so that if i'm in the inventory screen or the achievements or the help, escape just closes that window.

I think that's the best criticism/suggestions I can offer. I definitely would follow future development, and the "Evolve Your Metroidvania" game jam would be interesting.

Developer( 1)

Some areas of the UI are not finally yet, especial the Main Inventory we wanna rework.

And i will take your Feedback for a Update in consideration, and you are right, the Windows should close, i guess it will give a much better user experience.

The Escape Button i think im with u as well, i was wondering and curious already, if its okay if the "Pause Menu" gets up even other Panels are open or not.

Thanks for your Feedback, really appreciate.

Submitted

No problem, glad I can help!

Submitted( 1)

Finally, two of my favorite type of games in one. Zelda and metroid.
I love this, from the visuals, to the combat. I couldn't beat the game for now, but i know for sure, I'm gonna come back and finish it. Well done!

Submitted( 2)

Fun Zelda like adventure mixed with the metroidvania elements.

The character creator has got quite a lot to choose from especially for a jam game :o

I really like the Chibi artstyle, and the various mechanics seem well implemented, the light beacons to fully uncover an area is a cool idea, and the fact that you need to use different tools for different actions is a nice detail as well.

Some small issues though, it would have been a bit better to be able to quickswap between all of those to not have to open the inventory everytime you need to equip anything, and the attack range seems a bit unclear, some enemies seemed to have quite a bit more melee range than the player which made the fights quite hard.

Now with that said it's still a fun game, and i like the emphasis on exploration plus the map seems quite huge !

Well done :)

Developer( 1)

We are using a Asset from the Asset Store we bought a year ago, but we wont make Advertisment or Name it, for certain amount of Reasons. It has a whole Character Creation System with Inventory System behind including the Chibi Characters, with a few tweaks we changed it for our needs of Warrior Vania.

The Quickswap for Weapons as well as Potions, we already discussed and definitely planning on implementing it. I think that's the issue everyone is pointing out so far, that it is quite uncomfortable to switch between Weapon and Resource Gathering Items. I have to say it myself after playing it for a long time. While in a Short Play its okay, for longer sessions it gets frustrating.

For the Enemies, mhh there are 2 Attacks, Direct Attack and then Collision, as example Monsters without Weapons deals direct Damage to the Player once they get in Range, while Characters that carry a Weapon have Colliders on it which Trigger on Hit which can cause or look like they have a big range. I think balancing it is a major Part of everything and to be honest we hadn't much time on Balancing everything out.


Thanks for the Feedback, and im happy that people see the "Zelda - Metroid" combination.

Submitted( 1)

Well it is a good combination of influences ^^ 

but yeah weapon/tools quick swap could really help improve the experience, or maybe some sort of "utility bar" like in Terraria/Minecraft/Stardew Valley so that players can decide what to have on quick acces with the scroll wheel or number keys

And no worries, in a jam context i totally understand that balance can be off, as it's hard to get enough time to adjust everything :)