
Perish Parade
A downloadable game
Perish Parade v0.1 (020725)
Long ago, the March of Ending was foretold by a prophet: a slow, creeping curse that would walk the world to its grave. Now, that march has begun, led by “The Icon”, a Godlike being who is unmaking the world one step at a time. With the world at the brink of destruction, you are its final hope.
Features:
- Positional turn-based combat inspired by Darkest Dungeon 2
- Hand-drawn art and character designs inspired by Final Fantasy Tactics
- Four playable party members with unique skills with more to come in future updates
Mouse support incomplete, please use your keyboard or gamepad for now!
Q E / Trigger buttons — Change menus
WASD / D-pad — Move selection
Z / Enter / A — Confirm
X / B — Back
Esc (in battle) — Pause
The Team:
Lead programmer, lead artist, game design - Antang
Programmers - StardustLucas, derurariru
2D Artists - temun, peachitupink
With additional assistance from @fzzybrnn
Music by Surt R. "DEVIL TOWER RPG ~SOUND COLLECTION~" under the Creative Commons Attribution ShareAlike v4.0 International license
https://surt-r.itch.io/devil-tower-bgm
This build is a very early build of the game, much closer to a prototype than it is a vertical slice demo. So please keep that in mind!
Status | In development |
Rating | Rated 5.0 out of 5 stars (3 total ratings) |
Author | Antang Software |
Genre | Role Playing |
Made with | Godot, Krita |
Tags | JRPG, Roguelite, Turn-based |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Development log
- v0.1 (020725) Known Issues95 days ago
- Perish Parade Devlog #197 days ago
Comments
Log in with itch.io to leave a comment.
Hey! Keep the love you put into the art and design of this prototype. it looks awesome. can’t wait to see how it grows 8)
hello! had some fun with this game, and super interested in seeing where it goes!
- i personally LOVE the art style, and i love the sleek minimalist design of the ui. i would love to see an expansion of more animations for the characters and monsters! as others have mentioned, there's a bug where the cleric's image shows as the rogue's in the party list. additionally, there are times in battle where people will overlap, so it makes it hard to see the damage and effects.
- personally, i don't mind not knowing the turn order since it makes it a bit of a challenge! according to my friend, it is inspired from darkest dungeon! i did have a slight issue with the monsters showing the range on the left side since i did not know what they meant? i did not know at all what these numbers meant, but my friend did based on her knowledge! i think in a further developed version, it could be helpful if there was some sort of tutorial / ui explanation?
- when you attack a monster, there is nothing in the textbox to remind you of that - whereas other people have "(x) is healing," etc. i think it'd be good if that was there again (mostly because i am a bit forgetful whoops)! also a redo or some sort of final confirmation for the turn would be great as well!
- i know people are upset about the laugh track in some odd ways, but personally i find it HILARIOUS as is. i really don't think it needs changes, but maybe you could either implement a volume slider for it or a checkbox to deactivate it.
all in all, it was a pretty cool demo! i would be excited to see more, and hope for the best for you!
Thank you for playing! Yes, the damage numbers being able to get overlapped by the actual characters was a mistake lol
We're going to prioritize the player UX for the next build, so I hope to see you by then!
Hello! Zarafan.art here!
I had the chance to test it and made a Video, but since It was in Spanish, I though it would be better to write it here in English, I will just list it as it comes into my head:
+ The art style is simple and easy to replicate, this should allow more versatyle and unique poses for each skill. While everything in B&W makes for an unique feel, it still needs work, for example: Characters do blend with the Background therefor become hard to appreciate, some Outline or Background for each class would be nice.
- The Actions cant not be REDO and this is an issue, in case I miss Click the button and lose my turn at an action I didnt intent. A possible Solution can be to Qeue all the Actions and Confirm the End of the Turn after Players decide to (or at least to enable this as an option in the menu).
+ The UI can be used better, It totally needs more Visual elements to Help/Guide the Player guide themselves without needing to read everything in order to understand. (Skills, Pointers, Active/Inactive status of elements, etc.
= Turn list can have an improvement. Dynamics that help us to udnerstand where the Actions we are walking in the menu will put us. Also understand what each character will do in the Turn Order to have a better plan, for example: Character 1 applies Oil Debuff, Character 2 Uses Molotov causing fire Damage with Bonus for Oil, Character 3 that causes Bleed, and Character 4 deals damage and Heals from the Bleeding in the same Turn. These kind of combos and Dynamics in the Turn list would make Each turn more rich and enjoyable.
+/- Music felt accurate, (it felt like Fire Emblem, Vandal Hearts, Suikoden, etc), But some Sound effects need work. For example, the Miss Laugh is too long (the concept is fun tho), it would help the game to have many different Laughs for each Kind of miss or Enemy type.
- Few UX elements felt that still need a lot of work and Purpose. Empty Spaces can be used better. The Battle Area could be blend more efficiently with the background. Enemies and Character location could do something more creative to have an unique flavor. But all this is expected for a v0.1 of the game.
= I would love if the character would Evolve/LvlUp visually as I progress. I would love to have Costumizations to display in the characters (I know color is off the table) but texturess, ourlines, background, sounds, etc.
Other elements from the game I wont point out, due to the early state of development.
Overall, I love game with unique visuals and this one got my attention and interest. I wish for the best of the project, and would love to know what comes in the next versions.
If you guys ever want me to stream or make any content for it, I would love to, just hit me at:
YT: @ZarafanYT or Twitch: ZarafanTV
Thank you so much for playing! We are definitely prioritizing the UX for next time. I'll try to hit you up whenever the game's ready.
Really hopeful about the potential of this game... So here's the feedback:
1. Adding more resolutions options, game only starting fullscreen for me with taskbar showing was taking me a bit out of the vibe,
2. Make the turn order a bit more clear, maybe display the turn order from the beginning?
3. The sound for when you miss is honestly very annoying, maybe tone that down a bit or have a more neutral sound,
4. Monster designs and animations feel a bit lacking so far, but the direction is good, hope I get to see more terrifying monsters!
5. Tutorials/Glossary for the demo would be nice.
Sorry if this is not formatted well, made an account just to give you guys some feedback. I hope you guys keep working on this and improve it, I really want to keep playing this!
Thank you for playing! In the next one we'll make sure to include more options for the player experience.
I'm not sure how to format this, so sorry if this comes off as rant-like. (ichio's formatting kinda sucks too)
Off the top, what the game needs the most, and I'm not sure if this is just a glitch, but for many actions, there was no sound effect at all. It just makes the gameplay feel very strange. Besides that, as far as glitches go, the only other ones I had were on the status menu, the rogue had the same portrait as the cleric for some reason. During the manticore fight, it sorta got stuck in the middle of the field, and the animations kinda freaked out. The battle ui also displays behind the character sprites for some reason. For example, the knights halberd can obstruct the fighter's battle text box. Other than that, nothing game breaking. Which is good.
As far as everything else. The overall UI design is kind of needlessly complex. Theres a lot of detail, like the filigree on the side, which just strangely pillarboxes the screen, which is already windowed, and zoomed out. There's a lot of wasted space visually.
I think the animations could be improved too. The ones for attacking are passable, but could be made better with more exaggerated easing. As if they were like winding up for an attack.
The spells and skills though, really need actual animations to convey what they're doing. I understand what it is, but it just doesn't present great.
As for the character designs, I think they're well enough, but the monsters could be improved. There's a good use of contrast for the characters, but enemies like the slime and skeleton are missing this aspect. If they were brought up to say, the level of the manticore design wise, I think that would be good. As is, they kinda just blend into the background. I think in general, using this monochromatic style, this is something you want to avoid.
I think the level up screen should convey more clearly what you're doing. Because I realized it after I did it, but if there was some sort of confirmation to do so, it would be less confusing.
Besides that, the actual strategy of the fights, i'm not sure. I haven't played darkest dungeons before but I have heard of how punishingly difficult it is. Comparable to something like xcom. Something like that doesn't necessarily appeal to me, but if it's along those lines i'm sure it will appeal to people that like those games.
Also, maybe I'm just dumb, but I didn't really understand the turn count system at all. I saw the numbers and stuff but didn't know what it all meant.
As for me, I prefer rpgs that do actually require strategy, unlike something like pokemon, or some of the mainline ff games.
I'd like something tuned more like how Shin Megami Tensei (3, 4, DDS) is, or for more examples, Etrian Odyssey, or FF4 3d.
I do think this has potential, and hope it improves.
Thank you for the feedback! Yes, we're going to do a UI overhaul after seeing many people play the game (and struggle with it)
The numbers on the turn order are the rows of the characters the enemy are targetting, it is not conveyed as well as it should and more serves as the proof of concept of knowing the enemy's "intent" in combat.
We are looking into giving the combat more depth in the future. We decided to cut a number of features and tone down the strength of the enemies to keep it simple and fast for playtesters, as the intent of this build is to stress test for game-breaking bugs and inherent design flaws.