
Dragon Express
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
A moderately long DQ1-style game where you're not the hero. Master running away, throwing things to distract, and barely surviving monsters you can't even hope to fight.
It DOES have an ending, and is quite long and difficult, but it is possible.
Gamepad controls currently broken in jam version, arrow keys + z (interact) and x (menu)
Credits:
* raptor85 - Programming/Gameplay Design/Map Design
* neeki - Art/Animation
CC Assets:
* RPG Battle Loop - CC Attribution 4.0
* Retro_Hit - CC 0
* slash-rpg - CC 0
* Relaxing Theme loop - CC Attribution 4.0
* Enigmatic Polyphony - CC Attribution 4.0
Gameplay Hints:
* There's no point to "grinding" enemies, you're just wasting HP
* There is no enemy capture/etc mechanic, it's all about escaping.
* Stay on the grass as much as possible, the encounters are easier there, forests and mountains are death without armor/items.
* make sure you buy some healing supplies
* avoid the sand and swamp tiles until you have the correct gear
* while it's possible to just gear up and rush to the end you'd have to get very good rolls, there's equipment along the way that makes things easier
* some people give hints (talk with interact), but actual quest beginning/end npc's don't move and talk by just walking up to them. (they also look different)
* press the interact button by chests to loot them, the radius is generous to avoid frustration
* interact also allows you to "use" shops and inns, just walk up to the counter and press it
* most creatures have an item that lets you get away easily, but generic items like smoke bombs can be used to increase run chance otherwise.
* armor significantly reduces the enemy chance to hit you
Known Bugs:
* Menu position doesn't reset sometimes, it won't allow you to make invalid selections but does work
* Shop menu "done" button sometimes visually one under the actual button place
* Items aren't being polled or consumed properly in battle
Other Known Issues:
* Art wasn't 100% done when time was over so some programmer art is still in place (you'll 100% know which of us did which art pieces...my drawing skills are surpassed by most 2 year olds)
* Music is just a few CC loops to keep it from being silent, thus why rating audio is turned off. We're BOTH musicians to some degree but simply ran out of time....
Update 2023-05-02: The version I uploaded was broken due to compiling as release at the last moment untested (apparently some of my movement input code was inside the debug block I was using to give controls for infinite hp, warping, battles/etc), I re-uploaded with the debug logic still in. I've also added the windows cross-compile
Update 2023-05-03: Fixed segfault on bridge, there was a 1/1000 chance a battle started on a bridge that was causing issues but somehow people kept hitting it, Fixed segfault on entering towns caused by npc's slightly clipped into a wall. Added additional libtiff to linux build for those that don't have it installed on system (it's generally a system lib)
It DOES have an ending, and is quite long and difficult, but it is possible.
Gamepad controls currently broken in jam version, arrow keys + z (interact) and x (menu)
Credits:
* raptor85 - Programming/Gameplay Design/Map Design
* neeki - Art/Animation
CC Assets:
* RPG Battle Loop - CC Attribution 4.0
* Retro_Hit - CC 0
* slash-rpg - CC 0
* Relaxing Theme loop - CC Attribution 4.0
* Enigmatic Polyphony - CC Attribution 4.0
Gameplay Hints:
* There's no point to "grinding" enemies, you're just wasting HP
* There is no enemy capture/etc mechanic, it's all about escaping.
* Stay on the grass as much as possible, the encounters are easier there, forests and mountains are death without armor/items.
* make sure you buy some healing supplies
* avoid the sand and swamp tiles until you have the correct gear
* while it's possible to just gear up and rush to the end you'd have to get very good rolls, there's equipment along the way that makes things easier
* some people give hints (talk with interact), but actual quest beginning/end npc's don't move and talk by just walking up to them. (they also look different)
* press the interact button by chests to loot them, the radius is generous to avoid frustration
* interact also allows you to "use" shops and inns, just walk up to the counter and press it
* most creatures have an item that lets you get away easily, but generic items like smoke bombs can be used to increase run chance otherwise.
* armor significantly reduces the enemy chance to hit you
Known Bugs:
* Menu position doesn't reset sometimes, it won't allow you to make invalid selections but does work
* Shop menu "done" button sometimes visually one under the actual button place
* Items aren't being polled or consumed properly in battle
Other Known Issues:
* Art wasn't 100% done when time was over so some programmer art is still in place (you'll 100% know which of us did which art pieces...my drawing skills are surpassed by most 2 year olds)
* Music is just a few CC loops to keep it from being silent, thus why rating audio is turned off. We're BOTH musicians to some degree but simply ran out of time....
Update 2023-05-02: The version I uploaded was broken due to compiling as release at the last moment untested (apparently some of my movement input code was inside the debug block I was using to give controls for infinite hp, warping, battles/etc), I re-uploaded with the debug logic still in. I've also added the windows cross-compile
Update 2023-05-03: Fixed segfault on bridge, there was a 1/1000 chance a battle started on a bridge that was causing issues but somehow people kept hitting it, Fixed segfault on entering towns caused by npc's slightly clipped into a wall. Added additional libtiff to linux build for those that don't have it installed on system (it's generally a system lib)