Shards of Destiny
Shards of Destiny
Overview
This is my second game jam game, and second Pico-8 game (I'll get around to publishing the first one at some point). It was a frantic development in early mornings and late evenings for four days, but I got it into a more or less playable shape. Then I worked on it for about one month, making it less bare-bones and more of a game. It's a very tiny open-world RPG with light puzzles, dungeons and a very vague and generic (on purpose) back story. It basically combines the look of early Ultimas with my take on very light RPGadventure gameplay. Pico-8 is basically the perfect platform for this type of game, and I've already got ideas for a sequel :)
Dev log
12.06.2020
Ok, after some more playtesting I decided that done is done. The game can be played from start to finish, all features I wanted are in and there don't seem to be any deal-breaking bugs. There will probably be minor updates here and there as I find embarrassing stuff that should've been fixed ages ago, but nothing major is coming. So thus I completed my first RPG ever. Tiny and simplistic, but still. Time to pat myself on the back and move on.
09.06.2020
So I'll call it beta now. I've added a new special item, rearranged the location of all items, added the most powerful sword and shield and changed victory conditions, which I will not spoil here, but I hope that the in-game clues point to it clearly enough. I also tweaked the final battle somehow, but I'm still not 100% sure whether it's good enough, I'll probably tinker with it some more. I've also added a small tribute to one of my favourite game music composers, which you can see when you finish the game (with the good ending).
28.05.2020
I realised that what I uploaded yesterday was a buggy mess and I had to correct some things. Hence, version number with an ominous 'b' at the end. Also, I added a level up message thanks to a helpful comment by @jeb
27.05.2020
We're still in alpha and I'm