The Chronicles of Stênio by UnidayStudio

The Chronicles of Stênio is a zelda-like game where you control Stênio, a mid age guy that randomly appeared in a medieval place and needs to find out what happened and his way back home.

How to play
- Use W,A,S,D to walk.
- When necessary, press E to interact with objects and dialogs.
You start with no skills. Once you find them: - Left Shift to defend - Left Ctrl to run - Space to jump - X or ENTER to attack
The game also supports Joysticks (partially) ingame: - Left analog to walk - X to interact - A to jump - B to attack - LB to defend - RB to run
Have fun!
Please let me know if you have any troubles with the game. If your machine don't run the game very well, you can try to put the graphics on Low. There is an option in the main menu for it.
Also, feel free to record gameplays and put it on youtube if you want.
Don't forget to rate the game and, most important: leave your feedback in the comment section bellow! :)
Play the game!
| Youtube | https://gamejolt.com/games/thechroniclesofstenio/443333 |
| Original URL | https://ldjam.com/events/ludum-dare/45/the-chronicles-of-stenio |
Ratings
| Overall | 451th | 3.556⭐ | 29🧑⚖️ |
| Fun | 482th | 3.37⭐ | 29🧑⚖️ |
| Innovation | 874th | 2.768⭐ | 30🧑⚖️ |
| Theme | 729th | 3.111⭐ | 29🧑⚖️ |
| Graphics | 185th | 4.138⭐ | 31🧑⚖️ |
| Audio | 182th | 3.722⭐ | 29🧑⚖️ |
| Humor | 280th | 3.292⭐ | 26🧑⚖️ |
| Mood | 509th | 3.393⭐ | 30🧑⚖️ |
| Given | 254🗳️ | 9🗨️ |
Combat was the weak part for me , the monster where having way too much health and fighting was a bit boring and hard so i tried as much to avoid combat. I loved the idea behind the story and i think the theme was respected great job man the game was very polished for a jam game.
inimigos um pouco bugados, as vezes o escudo não empurra os espinhos.
the hit detection on the sword swipes weren't the most accurate. I missed a whole lot, despite it looking like a hit. I also wasn't sure how to avoid the monsters attacks, it felt like I couldn't in most cases
The controls for everything else felt really good though, and, even though the level had a complicated layout, I never felt like I was lost and couldn't make any more progress. Really impressive graphics and music too.
Great job!
Enemies - took too many hits to kill. I just ran around them whenever I could. Also, they could be cheesed to fall of the game area.
The combat had nice animation, but it lacked the punch.
And the biggest flaw - the control scheme! I'm sorry, but running with control and attacking with X or enter... nope :P
Is there any point in getting the crystals?
Other that - really cool game. Mix of zelda and unepic
Nice touch on the shield's ability to knock out the thorns.
It is possible to have the enemies fall to their doom (lure them over the edge; only you can respawn)
Suggestions:
- Additional interactions of the enemies:
- an instance where the enemy attempts to bite-grab your shield: (action button-mash to detach it!)
- since they drop either gems or hearts, an action to drop gems to lure them to eat the gems..
- It would be nice if the thorns could be utilized to harm/skewer the enemies..
- Somehow have the ability for character to 'shove'/'knock-back' enemy with shield:
- a dash ability after attaining run-skill or a double-tap on sheild-skill to 'shove'
- Incorporate additional decorative scenic objects to further break the repetitive collection of tiles. Apparently the diagonal columns where more unique towards its varied vertex/object-color shading, perhaps have the visited areas have a gradual color change to highlight the area is cleared; "Fog-of-Done!"
- Keyboard Controls between Running - Left-Ctrl & Shield Skill - Left-Shift:
- A. it would feel easier for player to Run & Shield with Right-Shift/Right-Ctrl
- B. Left-shift = Run; C = Shield (at worst, the user use right hand for space = jump)
- C. User Defined?
- Gamepad Controls (played using Xbox-1 Controller):
- Somehow even at the start the character is constantly moving to the right..
- It's possible that the deadzone of the controller had been desensitized, allow user to adjust
dead-zone at the options for gamepad or increase it.
- Gamepad experience felt much better for combat (especially after attaining the run & shield skill);
no problems on its multi-tasking issue compared to the keyboard.
- somehow the pacing of attaining all skills and having the character to run & jump sheilds-up have
made traversing/navigating the level without issue.
Looking forward for further expansion of additional chapters (or perhaps a 'nightmare' mode) of this entry! Solid! :dizzy: