The Forgotten Four by Finn Truman

Delve deep into the Temple of the Blood God as a group of heroes known only as The Forgotten Four. Willing to give anything to save their people from a cursed plague, they will fight the Blood Gods minions, and make great sacrifices for the greater good in this turn based combat game inspired by Darkest Dungeon.
Credits
Artwork by Amy Cotton
Programming by Finn Truman
Game Design by Matt Heinrich
Known Issues
The Barbarian's Mighty Cleave and the Ranger's Barbed Barrage can sometimes not hit as many enemies as the ability is meant to.
The Temple Guardians have wide hitboxes, which can overlap with another enemy's. So when you click on the latter you might click the Temple Guardian instead.
The Blood Nightmare and Plagued Bloodhorror's sprites cover up the green targetting ring that appears when choosing an ability that needs to select a target. Rest assured, your ranged and spirit abilities can hit them!
Some spirit cooldown abilities do not go on to cooldown.
The final boss has some incorrect behaviour. It tries to use some abilities early and can make melee attacks from too far away.
Damage indicators sometimes overlap. This is most prevalent at the start of a combatant's turn that has multiple status effects applied to them.
Very rare game crash caused by a draw event. Requires a restart. This might have been fixed, but since we do not know what conditions the bug operates under, we can only speculate.
Please let us know if you encounter any more issues!
| Windows | https://finnttruman.itch.io/the-forgotten-four |
| Original URL | https://ldjam.com/events/ludum-dare/43/the-forgotten-four |
Ratings
| Overall | 544th | 3.403⭐ | 33🧑⚖️ |
| Fun | 435th | 3.355⭐ | 33🧑⚖️ |
| Innovation | 936th | 2.581⭐ | 33🧑⚖️ |
| Theme | 748th | 3.113⭐ | 33🧑⚖️ |
| Graphics | 685th | 3.177⭐ | 33🧑⚖️ |
| Mood | 382th | 3.484⭐ | 33🧑⚖️ |
| Given | 35🗳️ | 28🗨️ |
Great job guys!
Sadly the bugs hit huge on me. First the barbarian buttons missing and then the next round the draw event crash just after clicking a barbarian ability.
I'd advise in using sans-serif, less curly fonts, as they're easier to read :)
The brown filter is to make it look like it has a sepia tone so it looks like an old photograph, emphasising the fact its an old tale being retold. But I do acknowledge the characters kind of blend into the background.
The abilities have some descriptive text if you mouse over them.
These status effects don't appear in Darkest Dungeon, we made them. We couldn't make a tutorial because we ran out of time, so to compromise we made a txt file of game terms included with the file.
Thank you for your criticism!
Thank you guys for playing our game! We're thrilled to hear you enjoyed what you managed to play of it :stuck_out_tongue:
I'm so sorry that the game is as buggy as it is. We tried so hard to fix it but it's a stealth bug; we couldn't intentionally trigger it, so we couldn't find out what under what conditions it operates :frowning2:
I have fixed some bugs and uploaded a new version. Besides the bug fixes, no other changes have been made.
I do not expect you to play the game a second time (I know we've all got a lot of games to get through!), but if you did want to try again, the option is there!
I find the difficulty well balanced.
Big big fan of your game :)
It did crash few times while playing it though (in 3rd battle) - couldn't really get past it.
Good job!
The scope of the game is huge, and you have accomplished a great deal in such a short time. Very well done.
The game is certainly much longer than we were expecting. It felt faster for us because in the dev build we could just right click on people to kill them to skip fights so we could test later ones. That and we know the best synergies. So we never found out just how long it was XD
The designer wanted even more mechanics, if you can believe that. There was going to be an "imbue" mechanic where when a character dies their spirit could bless a living character and they would gain an ability that that spirit had when they were alive. That had to be scrapped.
We also wanted some exploration to break up the fights in between. The fights do overstay their welcome and some exploration would have helped, but of course, there was no time for that.