Uncollected

Uncollected

This game is from ldjam.com, which is currently unavailable.
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overall: 3.10
fun: 3.08
innovation: 3.25
theme: 3.42
graphics: 4.25
audio: 3.30
humor: 3.00
mood: 3.75

UNCOLLECTED



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Controls

- E - Pick Up
- Q - Switch Weapon
- Left Mouse Button - Fire
- Enter - Skip / Finish Dialogue
- L-Ctrl - Speed Up Ending / Credits

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Synopsis

A Young Heroine Takes on a Daunting Commission?!


The cottage where the legendary adventurer left his *[Precious Legacy]* has reappeared under the sun once more, triggered by a magic riot. Our heroine—an aspiring Great Adventurer—has no choice but to take on this tricky commission. Her mission? Gather the senior’s treasures to fulfill the task, while fending off both scheming thieves and monsters spawned by the magic riot. Amidst the unique day-night cycle mechanics, she’ll explore further to uncover the truth behind the senior’s *[Precious Legacy]*.

Supported platform: Windows

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⚠️ Warning

> Due to game bugs, some text descriptions fail to display properly.
> - In this game, only spellbooks count as weapons—all other items are purely decorative. To get the best experience, please prioritize searching for nearby spellbooks as soon as you start the game.
> - It's normal for the dark blue spellbook not to work. Try to find one of a different color.

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Designer's Note

Our Unfinished Idea

Thank you for playing our game! Due to the time constraints of the jam, we weren't able to fully implement the core narrative idea that drove our design. We wanted to share it here.

For the theme *"Collector,"* we designed the game around a central conflict: Price vs. Value.

On the surface, the gameplay is about collecting high-price relics to meet the Guild's mission requirement and achieve a high score. This is the direct, mechanical goal.

But hidden beneath this is a secret, narrative layer: a collection of value. Scattered throughout the level are "worthless" items—*a rusty badge*, *a bent sword*, *a burnt music sheet*—each appraised at only 1 gold. These seemingly useless objects are the true relics of the legendary adventurer whose home you explore. Their item descriptions and the few diary pages they unlock tell the story of his life, his triumphs, his losses, and his *"Original Heart"* (本心).

Our ultimate ambition was to create a tense, constant choice for the player between grabbing a high-price relic to win the game, a health potion for survival, or a "worthless" item that held a key to the story.

While the final game focuses more on the action, this underlying theme of discovering what is truly priceless is the soul of our project. We hope you can feel the echoes of this story in the world we built.
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