A downloadable game

"Ruins of Fortune:  The Quest for the Ultimate Treasure"

In this RPG adventure game, players take on the role of an aspiring explorer, eager to uncover ancient treasures and artifacts. The adventure begins with the protagonist hearing about a legendary treasure that fell into the hands of a dangerous monster. Determined to find it and achieve fame and fortune, the protagonist sets out on a perilous journey to the city.

As the player arrives at the city, they quickly realize that it's not as beautiful as they imagined. The city is filled with rubble and debris, and danger lurks around every corner. However, the protagonist encounters numerous non-playable characters (NPCs) who seem to know something about the treasure. The player must complete quests for each NPC to gain valuable information and tools to uncover the treasure's location and defeat the final boss.

Chapter 1: Meeting the Mage

In the first level, the player finds themselves trapped inside a gated plantation. The player would soon learn that someone else in the plantation--the Mage--holds the key to the gate of the garden. The player must trade the key with a Green Plant. To obtain a Green Plant, the player needs to traverse through the dangerous areas of the plantation and fend off dangerous enemies.

Chapter 2: Upgrading Weapon

In the second chapter, the player meets a blacksmith who offered to upgrade the player's weapon at a price. To find something valuable, the player must go to an area laden with monsters.

Chapter 3: Defeating the Final Boss

With the upgraded weapon, the player is able to defeat the final boss. The player needs to traverse to a different terrain where they finally meet the boss. The player would fight him, and if the boss dies, the player wins the game!


Creators:

Xie, Shangyu (Storror)

Li, Roger

Chen, Christ



Git Repo (Polished): https://github.com/rogerli2020/Game_Final

Git repo (Old): https://github.com/0Christ1/Game_Final2D



Credits:

Start_Sound: https://www.bilibili.com/video/BV1CD4y1g7M2/

Sound effects:  https://assetstore.unity.com/packages/audio/sound-fx/free-casual-game-sfx-pack-5...

Free Assets: https://0x72.itch.io/16x16-dungeon-tileset

Joystick: https://assetstore.unity.com/packages/tools/input-management/joystick-pack-10763...


Sound Credits:

bgm1.mp3 - recorded and mixed on GarageBand

bossFight.mp3 (Us by Cao Dong Cover) - made with GarageBand

ghost.mp3 -

openDoor.mp3 -

pain1.mp3 - 

death.mp3

pain2.mp3

gibberish

shing

Download

Download
Soundtrack.zip
Download
iOSBuild 2.zip 195 MB

Development log

Comments

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This game definitely has a lot of ambition to be another classic RPG and it's definitely a cool direction. It does feel a tad too empty though, as navigation is a bit difficult and there isn't much in terms of things like side puzzles or hidden treasure chests that would encourage exploration and make the map more lively. I liked the fact that you had to talk to NPCs for clues on progression (just like those older games) but the empty world does undercut that. It's definitely not easy to make a full, cohesive RPG though. I'm definitely hoping for further development on this!

George Gonzalez:
I like the old school pokemon/zelda feel and the open world aspect. I think that it would help the player if there was some sort of indicator, could be dialog or arrows, to show what to do or where to go next.

Ethan Don: The retro aesthetic is super fun. It really gives me legend of zelda or even pokemon vibes, especially with the open world nature of the game. It looks awesome, the UI and dialogue is great. The controls are super easy to understand and use. There are a couple things that are a little off though. I feel like there is too much space in between certain tasks where the player has nothing to do. For open world games like legend of zelda, there are usually enemies or chests spaced throughout so traveling from one quest point to another is still captivating. Other than that I really enjoyed the nostalgia that came with a pixel art open world game and the mechanics were just as amazing. 

The sprites are well done and feel nostalgic reminding me of the Pokemon retro games. The ability to talk to NPCs was a fun and nice touch. I'd suggest changing the UI to better fit the pixelated retro theme of the game. Overall, great work!

Anik Barua: Loved the unique concept. I can totally see how many hours of work you guys put into it. The detailing of the sprites and map looks awesome. One feedback would be to give some hints to player to know if character is going into the right direction. Other than that great work!

Heejin Jang: I love the game feel! All the environments, player sprite, and animations fit so well altogether. One point I would like to mention is definitely with the map. The map is extremely big, and it’s sometimes hard to tell if I have already been here or not. There are several ways to guide a player a correct way. One is a mini map or a map that can be stored in an inventory. Another possible way is to have some kind of collectables! Otherwise, I love the game!! I was spending really long time exploring around!

Shaur Kumar: This game has a very epic huge world, but lacks much reason to explore it. The ability to kill story important NPC's is really funny. Some enemies or other incentives to explore the world would definitely help with this empty feeling and improve the story quality. I feel like this game hasn't fully decided what it is trying to be, but could very easily turn into an exploration 2D top-down Zelda-like game. Side quests is also another method to fix the lack of content in this game. The map design should also be changed to produce more variety instead of rivers, grass, and roads. Maybe a desert theme, etc to help with the world building and theming any quests put into the game.

Chenny Yun: The story was made very well. Similar to what other people have said, a mini map would be very beneficial. The dialogue also seems very well developed and its clear that you spent a lot of time on it. One very minor improvement you could make is to fix some of the tile mapping. I noticed parts of the road are a little disjoint, and the grass pattern seems just a little repetitive. 

Ashley Liu: I think adding either a mini map or a map collectable that unfogs once the area is explored would definitely help the player a lot since right there there is a lot of aimless wandering. But I love the art style and the freedom the player has to explore!

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Yilin Zhao: I really enjoy the story line and the art style! All those dialog interfaces are fantastic. The map is super big though. It really took me some time to find the mage in chapter one. Considering the map is so big, one little suggestion is to either provide a mini map or simply zoom the camera out a bit so that the player can follow the road and the river a bit easier.

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the game is so cuteeee :3

low-key i think killing NPC's r awesome so i think u guys are good in the aspect :>

i think def adding a mini map or even a world map would help. it doesn't have to show where exactly everything is but just letting players know where they lie in respect to the world would be a nice touch !

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Yanglin Tao: I really like the retro style of this game, which reminds me of Pokemon. Also, the dialogue with NPC is a nice touch and makes the game overall feel more interesting. I actually enjoyed the conversation sound effects as they are so funny! The different collectibles add to the variety of the game and a table to show all the items being collected is very effective. It is indeed a large map and I would like to explore it more and collect all the items.

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Jack Liu: Interesting game, I can tell you guys spent lots of time and effort on it. It has a huge map for player to explore and the animation of the character is in fact very cute. However, it will be better if there is more instructions and a mini map to help the player know what to do and where to go. But I understand you guys don't have enough time. If you can add more NPC and instructions in this game, I'm sure it will be a great game!

I like how it has similar vibes as Pokemon. Finding the NPC in each level to figure out the mission might be tedious, especially since there's not much to do on the way there. Adding some enemies, puzzles, or more collectibles would make the game more interesting. Using coins that lead to potential paths with NPCs or other things to explore may be nice.

Nishma: I liked how this game was kind of like free play and not very restrictive, so the player was able to explore the area a lot. When I was playing, though, I did get confused in terms of like navigation since I wasn't sure where exactly to go, so maybe a map or some indicator could be helpful. And I saw that you were able to kill the NPCs too, even though they're not enemies, so I think instead you could make them just pop up their messages when the player approaches. But great job on the game!

Yuxuan Lin (Kerwin): The art style, map layout, and story are well-done, and it's got that nostalgic charm that's hard to resist. However, I think adding more side quests or interactive elements would make the experience even better. A map or mini-map feature would be super helpful too, since it's easy to get lost sometimes. Overall, it's a promising game with lots of potential, and I'm excited to see how it develops further!

I always enjoy the pixel adventure game, such as Terraria. You guys did a great job in terms of sprites, general layout of the map, major story line, etc. One thing I would say is to focus on the side events a little bit. If there were more activities and interactions, the overall playability of the game would definitely increase. To sum up, good job, great work, and I like your games

I love the NPC talking sound (its so funny). A little confused as to what I am suppose to do. I keep getting lost and I wish there was a map or mini-map to help me. Otherwise I may just get frustrated and quit the game. 

Interesting theme, good dialogue, and cool pokemon-esk background. Funny overall. Needs a bit of changes on the hitbox of the player & walls. Also would like to see the number of intractable things better scale to the world size. Walking between NPCs is tedious at times as it is. 

I really like the idea of the adventure game you guys made, very cool. I think the progress you are making now is a very good foundation for a complete game. As the story expands and the game expands, I think you can do a better job of presenting the story. I really like your current story line design.