ROG LD53 - Relic Courier
“Relic Courier” is an action-packed fantasy adventure game where you play as a brave paladin tasked with delivering holy relics to different temple masters across the land. Along the way, you’ll encounter unholy creatures who will stop at nothing to steal the relics. Use your combat skills and divine powers to fend off the foes and ensure the relics reach their destination. Will you be able to complete your quest?
Objective:
Find your way through the maze, collect the relic, cleanse it and finally deliver it to its rightful owner.
Challenge:
There are many enemies through the map that block your way. Engage with them in combat and show them who is the best.
Controls:
Known Bugs:
- If you come at an enemy from behind they won't face you to fight
- Sometimes in level 2 (the forrest) you cannot finish the level
Objective:
Find your way through the maze, collect the relic, cleanse it and finally deliver it to its rightful owner.
Challenge:
There are many enemies through the map that block your way. Engage with them in combat and show them who is the best.
Controls:
Known Bugs:
- If you come at an enemy from behind they won't face you to fight
- Sometimes in level 2 (the forrest) you cannot finish the level
Genres: adventure



Comments21
A bit of feedback:
- it would be nice to make parry window shorter, (maybe even almost as short as in mordhau or chivalry) in the current state it's just a way better block. Also you can spam it without loosing energy and there's no cooldown which makes you sort of unkillable haha
- on the last level I found a green guy way before the relic, maybe it's also worth marking him on a minimap
- Having one enemy type if fine, but just for the sake of diversity you can give them different weapons / hats / shield. Normally this shouldn't take a lot of time, but would add a lot of flavor to the game
AI seems to be a bit simplistic, I found I could just do 3 fast attacks then parry, and pretty reliably not take damage. Perhaps some kind of stun lock behavior? Not sure.
The hidden door in the first room was tricky; I almost gave up on finding the route. Couldn't find the relic in the forest, and getting to the end of the level without it is a bit of a downer. Maybe I missed something super obvious?
Overall plays quite nicely, feels tight and is fun. Didn't hit any obvious bugs or game breaking issues.
Nice work!
I found the visuals confusing and easy to get lost, but if I simply navigated while the map was open, exiting the map only for combat, I had a much easier time navigating. I don't know if that was intended as a way to help the navigationally challenged like me.
Such a fun game should not have only these ratings, and I will invite my friends to experience this game and rate it.
@vknauss - Ya that was the intention with the combat system I just didn't have enough time to add more mechanics like special abilities and such. I'm thinking about turning this into a fully game so if you have any ideas let me know.
@fireslash - Ya a poise damage system would fit really well into this - Thanks! As for the relic in the 2nd level - its right there at the start - a couple of people i've watched play the game have missed it. This is a failure of the tutorial setup i think with the relic not coming in till later.
@hwaet - Thanks for playing - ya i tried to stick to the typical dungeon crawler setup - maybe adding a "free look" would help?
@carraka - Thanks for the feedback - i do think the level layout needs a slight bit more "variation" to help with getting lost. Definitely something that could be improved upon - Thanks for playing.
@the-neon-shark - Thanks for playing glad you have fun!
@nizanth-p - Ya an HUD or Compass style system (like in the open world games) would help iron that out I think. Thanks for playing!
@tony-li - UI is definitely the area where i struggle the most. I'm gonna work on that skill untill next jam.
@yuriscat - Thanks I would really appreciate that. Glad you had fun. Do note there is no save system implemented so once you quit you are back at the beginning.
I did eventually start using the map when I realised I could move while having it open, but until then, I found it hard to read.
The minimap was a great addition as well, loved that touch.
I would have loved some kind of music as well. Also, you should update your blog with all your ludum dare entries! it's very out of date.
Great work with this entry. :) Also OpsLevel is cool (and you guys keep messaging me ;))
But that said, I still really enjoyed my time with the game! The unusual movement mechanics also gave the game its own feel, together with the moody lighting and sound effects I think this was a very solid submission! Great job :D
You also have lots of stuff, animations, UI, levels, a menu screen with credits and options, a combat system, the minimap, and so on, which is a lot to handle and balance, but is can also be a problem, as I will explain later.
I think that the atmosphere is kinda good, and the ambient music was very nice albeit simple.
At first I did not understand what was going on with the controls, but quickly figured out it was grid based. I like the idea of having it grid based, with this wolfenstein sort of feel, but I also think there was something off with the controls, maybe some lag due to the transitions, especially while turning, and also because of the close 3rd person view, which was maybe too close.
The combat, it works very well on a technical level, and it looks good at first, but is first shallow, and get boring fast. The red enemies, which are basically the same as the others, are a pain just because of how many hits it takes to kill them, and kind of halt the pace of the game too much.
As someone else said, the parrying was also super easy, which made the combat even less interesting, but at least made it not a pain to get over, not a good thing tho since it means it was not funny
Visually, the trees are nice, but it made so hard to navigate in the grid. I used the map often, which btw I think it is very well done, but it not for good reasons, just because it was so hard to understand what path between trees I missed. It is almost always not a good indicator when people look more at the map than the game.
I would have also made it so u would have discovered one more cell radius speaking, sometimes I had to go back because it seemed that a cell may lead somewhere while it was just a corner.
The game is visually nice, but it is kind of a double edged sword, since the UI is so bad in comparison that it makes the huge difference very jarring. You could have made the dialogs smaller, removed the close button and just close them on a generic button press, and picked a better font. Not much time required and it would have looked less bad!
The credits, it is just 4 people, I think it would have been better to just show them without scrolling, which was kind of hilarious, especially since it takes so long to even show the first name. I see you put effort in adding the scroll with the mouse also.
I'm also a bit sad that the web version did not have full screen option, especially since u had so many for other things. I think that unity automatically adds that so it was kind of weird.
I would also advise you to opt out of the humor rating, since this game does not have any, it does not really make sense.
The first level, that works as a tutorial, is a good idea, but I think u had planned only a specific enemy to trigger the combat tutorial, which I encountered almost as last, so it was kind of pointless. I guess either u trigger the tutorial on any of the first encounters, or just put the first enemy on the only path u have at first.
Overall I appreciate the effort on lots of systems, which is a good idea to test your skills and try something new, but I guess this came at the cost of the overall polish of the game.
Not inherently a bad thing, since u are now more skilled at a lot of different things, and will probably manage to have a more polished game the next time while also having all those features!