The Lost Kingdoms of Turia
A downloadable game for Windows
As the last Spirit Talker of the realm you must save the kingdom of Turia from the curse of the Lost Spirits. As you explore this magical Kingdom, befriend the Sacred Spirit Beasts of Turia to aid you in your quest.
This is our first team project for our game development project at Falmouth University's Games Academy! We are aware there are a fair few bugs present in this build but we would appreciate any feedback
Time of development was 3 months
Status | Released |
Platforms | Windows |
Author | StarScope |
Genre | Platformer, Adventure |
Tags | 2D, Animals, Cute, Fantasy, Metroidvania, mushrooms, Pixel Art, Singleplayer, Unity |
Download
Download
Turia.zip 179 MB
Install instructions
1- Download and extract .zip file
2- Boot up "projectspiritanimal.exe"
Comments
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Not a bad little game, but a few critques.
Music:
The start screen is literally 4 tones repeated. Right track with the soft piano, but doesn't do much. The rest of the ost (aka 1 other track) is ok, but nothing stands out or is catchy. Felt like an attempt at the lake theme from pokemon diamond and pearl (haha), but it really, really falls short.
Art Style:
Honestly not bad. The lack of outlines and the very simplistic style took a while to grow on me but it works. Perhaps could use some refinement, but I'm not quite sure in what direction. It looks nice, though.
Gameplay:
Good base, but not quite there yet. Granted, this is understandably not a fully refined thing yet, but there is a good base. Given that this is going to be the longest segment, I'm going to do my best to separate each bit.
Aro: Controls fine but goddamn this child is fast. It's like what happens when you equip all speed gear on Smash 4 Sonic. Her jumps are fine if a bit floaty.
Bjorn: I appreciate the attempt at the slingshot mechanics, but his punches are so goddamn inconsistent its like me trying to use a rubber band as a weapon. Half the time the punches don't even register against Lost Spirits, making his stun mechanic almost completely moot. I found myself not really using the slingshot mechanic much, as I'd often just get close to the bricks I wanted to punch, and then just tap shift, since it was easier. Additionally, he can't seem to damage the flying spirits, though I can't say for sure whether or not this is intentional. Please don't add invulnerable Primal Aspids into this game, Kingdom's Edge made me suffer enough.
Also I did appreciate him getting at least something from his paintings. Press F for Theo and Quyill.
Theo: A fine spirit, though his dash doesn't feel as tight like in other games such as Megaman X or Hollow Knight (the latter of which I advise you use as reference material). He felt a bit unstable, but started to shine more towards the endgame as he could combo with Quiyll in mid-air, but was otherwise underwhelming, and benched the moment I got bird powers.
On a similar note, the spikes being instant death, combined with the aforementioned instability, made it somewhat frustrating to go through Theo's hazards.
Quiyll: Triple jump is overpowered. Probably the most consistent playing of the three spirits, Quiyll allowed me to play around the game and mess around with some things. This was partly due to a bug; if Aro touched a ceiling or a wall, she could refresh her mid-air triple jumps. It was mildly useful to get to the upper dark crystal faster via wall-climbing the waterfall section. I will say Quiyll is severely hampered by the most common bug in this game; Aro can sometimes get stuck in her falling animation despite being on the ground, which sometimes prevents her jumps from being restored, particularly on the waterfall platforms. Definitely the most enjoyable power-up, though.
Areas and secrets: Asides from Theo's painting (which even had absolutely no dialogue), there really was no incentive for non-linear exploration, which is extremely concerning if you're saying this game is a Metroidvania. The map, at the very lease, is concise and woven together, if in a basic manner. The areas, while looking different, did not 'pop' to the point of having a fully appreciative distinction. Quiyll's tree was the most distinct between the three, not counting the final temple, which has a bit of a mishmash of the first area but with Alolan-Muk textures as well.
Spores: A very nice mechanic and much appreciated, particularly in the final area. I feel that there may be too much of them, though, as you can cheese through some enemies. I suppose its balanced by being unable to use Bjorn or Theo during the duration. Quiyll, weirdly, is still usable while invisible. I only wish that they could also be used to restore health, as sometimes I'd get hit by some off-screen projectile from a flying lost spirit.
Story: Basic, but not bad. The characterization was ok for the spirits at least, though Bjorn won out in his characterization since he had the painting in his favor. Still would've appreciated a bit more out of them though.
Bugs I found:
Pictures of bugs:
Collision on geometry:
Unfinished tiling:
Quiyll exploit (not a very good picture, I know):
Quiyll's empty painting:
Broken dialogue:
Tree softlock (I died to the flying enemy near the painting. it was not empty at that time):
Aro joins the void after jumping into a waterfall: