Please leave any feedback in the comments, thanks!

Controls:
- WASD or arrow keys to move horizontally.
- Space to jump.

Take back the stolen goods through platforming and defeat the Boss train robber in a tense RPG battle!

Made by: Cody and Issa

Comments

Log in with itch.io to leave a comment.

The illustration is nicely done and love the narratives! I was trying on the platform and get the moneybag but was stuck on the platform for some reason. Maybe there will be some indications of how to move forward with the narratives and engage with the fight. Would like to have more options to choose from.

So cool! Would love some indicators of what was able to be stepped or jumped off of. Some things that might make the fight more interesting would be to have randomised cards every round, or a cooldown on the heal mechanic or some risk tied to u sing the heal. Otherwise, great 2 stage game, it's really cool how the types of gameplay transitioned alongside the narrative.

Really love the art elements yall made! I think I agree with others that the card fight can be a bit unbalanced and tedious. However! Amazing work and overall really fun, would love to see it fledged out someday^^

art elements are very good! it seems like all (or at least most) of the game elements (visible) are your own. the only visual note i have is that, on the end screen, the text (non-button) is a bit hard to read. the overall game is really fun! i think that, for the length of time that the battle can take, there could be a few more options?  (or a more varied option).

Nice character design and the fighting element is engaging plus creative. I do agree with some other comments mentioned about the healing element being overpowerful, that could be balanced out with a small tweak. Overall, it is great!! 

The artistic design and choice of the game is pretty good! There is some charm to older western things being in something not really explored with it, an RPG. 

The starting prompt of the game to continue with getting the bag was nicely done. The platforming was well handled. One comment on that is for me, staying on the moving platform afterward made it near impossible to get out of that platform and down back to the floor so I had to restart the game. After that though smooth sailing.

As for the RPG mechanism and fight itself, overall it was creative with the card UI design choice and simple enough to follow! The enemy only ever either attacked or healed himself, so it is a pretty clever tactic to guard sometimes to gain edge in health overtime with combos of hits and guards. The enemy did feel a bit spongey in the balancing as he is able to heal himself as well, and pretty frequently while at it.  The 50 chance attack was handled well, though often I felt it just liked to miss very frequently. That chance attack proves very vital for outmatching the robber as in my experience he likes to heal a lot as well.

Overall, it is enjoyable! Just some minor rethinks in balancing like damage output or card properties could go some ways.

I love the illustrations in this one! I thought the platformer part trying to get the money bag was fun and creative even if it was short. However I think the RPG battle tends to drag on quite a bit because it's a back and forth between attacks and heals and it seems to take a long time to get the enemy down to low health. 

But yeah, I think this would definitely be a fun RPG if there were a few changes to the moves. Ex. limited heals (maybe a cooldown if possible), the damage dealt for the 50% chance card could also be higher, or if the guard was replaced by some sort of high damage special attack (also with limited uses) since the guard move doesn't really seem to do much.

Still, you guys did really great job on this!

Very cool rpg style gameplay. The stylization of the game is very beautiful and even the small section in the trail car was detailed beautifully. Really enjoy the almost Rock/Paper/Scissors gameplay.

Only a small balance issue I noticed was how useless block/defend was and how overpowered a guaranteed 10 health heal was. I'd recommend lowering the amount of health recovered (less than 10, more than 5) or giving it a 50% chance to fail.

Fool proof strategy is to spam either attack move, then when you get low spam heal since there is no way to deal more damage than what you can heal for. 

Besides the balance, all the other elements of the game come together greatly and makes a visually appealing and fun game.