The legend of the Rose Princess of Carcharia is well-known throughout the land: rescue the princess from her prison and win her hand in marriage. Three princes from different realms come to the Rose Princess’s tower to claim their prize. But all is not what it seems…
(Note: Though they may share characters, this has no relation to my other project Cycle of Remorse. You may enjoy either game without playing the other. Think of this as an alternate universe to CoR.)
My entry for this year’s single-chapter contest, SIGURD!
If you use the boots before promoting a unit (or at least the knight) the promotion will set their move to what it should be, erasing the +2
The hand axe cannot be upgrade powder-ed
Stealing a droppable promotion item adds the bag icon to the unit with it, and the text for the item remains green
All in all though, great little game, my only notes would be that
Mild spoiler
The final fight is a little too easy, the mage with fire could almost one shot her immediately
, and that the I couldn’t promote the thief without waiting a bit, which is mostly just because he’s the only one of the three without a good exp economy (the mage has uncontested heal exp, and galeforce helps with kill exp) or 1-2 range.
But yeah, characters are fun, it’s a decent length, I like the map design, good job
Thanks for the bug reports! I know how to take care of the first two (the hand axe wasnt supposed to be upgrade powder-able in the first place tbh lol) and ill have to ask about that last one in the LT Maker discord since that might take some doing
And yeah that minor spoilered thing is something i wanted to adjust lol i have a couple ideas for how to do so
I can probably make it so that Kai’s personal skill also gives him exp just to make it easier for him to catch up to the other two. Its something i noticed in my play tests so i dont mind doing that lol
Hey guys! The game has been updated to v0.2.0! All the bugs that have been reported were fixed and i tweaked some stuff to help with game balance. Kai, Trevor, and Krista also have new portraits! Forrest doesnt have one yet, but once he does, i can get started with updating the title screen and adding CGs.
Check out the included Changelog.txt for more info on the changes. Thank you everyone for your feedback so far!
Alright this might be the last update before the contest deadline? We’ll see. Anyway, v0.2.1 is live! This update adds Forrest’s new portrait, an updated title screen, CGs to the opening and endings, and achievements associated with said endings. You’re going to need to start a fresh game to keep track of those, but it shouldn’t be too much of a hassle since this is just a single chapter thing.
I’m hoping to maybe get one last update in to add more CGs here and there, but I’m satisfied if this is all I can squeeze in before the deadline. Please enjoy the game!
This was a very nice short game! I liked the weapon upgrade powder & Kai’s weapon stealing, those were fun to play around with. I’ve been meaning to play your Cycle of Remorse game, and after this I’m finally inspired to go & start that🫡
This was a neat little chapter! The characters were conveyed pretty well in a small amount of space, and the gameplay had some interesting management and twists, but wasn’t too challenging.
Really enjoyed all the setpieces & eventing here, especially in the first two rooms. The story was also very cool - the collapsing floor, flashback, and prisoner scenes were the highlights for me. All the different map sprites & their constant changes when switching weapons/getting downed were a nice touch too. Not to mention all the custom graphics like the ending CG! It felt like a very complete & cohesive experience.
In terms of gameplay, I loved “Trade”, it was such a fun tool. Also the different rooms in the first section all had personality and cool gimmicks. However, it did begin to drag once you fell down to the twisting hallways. It was a pretty long section with very static enemies, none of which really posed a threat, so it just felt like a very slow and meandering walk. The flashback & prisoner scenes helped though.
But getting everyone to level 10 to promote them (had no idea how dangerous the final boss was & didn’t want to take risks) was pretty bad - I ended up grinding against the infinite stair reinforcements, getting like 10 exp at a time, which… wasn’t fun. Kai getting exp from “Trade” helped a lot, but he need much more than the other two (he reached the final section at level ~7, while Trevor & Forrest were ~9), and “Trade” grinding wasn’t very exciting either. In general, I’m not sure why the “min. level 10 to promote” mechanic was even here? Feel like it didn’t really add anything.
Still, the first section & ending were awesome, and while the second one was a bit tedious it didn’t ruin the experience or anything. It was a very fun short tale!
I had a lot of fun designing that first bit, and I did intend to have the gimmicks be revisited in the second bit, but I just. Forgot to do that So I can agree that the basement can be of a slog and will be adjusted in the next update whenever I get around to it.
As for getting the units to level 10 to promote, yeah I was thinking of adjusting how promotions work since I’ve noticed that players don’t get the party up to level 10 by that point. I may end up getting rid of the level requirement entirely in the next update.
Still, I’m glad you enjoyed it! The eventing and whipping up the custom graphics were definitely the most fun parts for me when making this project.
Hey hey y’all! With the SIGURD results in, it’s time for The Three Princes to get an update! Participating in my first single-chapter contest was fun, and I’m so happy that I placed relatively high! Thank you to everyone who played and gave feedback. Please enjoy the update!
Notable Changes
You can actually escape the tower properly now. im so sorry i didn’t catch that the first time around-
Lockpicks now get used up when unlocking doors and chests
Removed the level requirement for promotion items
Overhauled the chapter’s 2nd phase
Implemented LT’s new Credits interface
Adjusted stuff with the achievements
And hey check out this cool promo art I made to celebrate the end of the contest!
Hey hey y’all, didn’t expect an update, did ya? Well, I wrote up a (long-overdue) dev log about the development of The Three Princes on my personal website, and i figured that an update to the game would be a nice little something something to coincide with that.
I mostly just updated the code to make it run smoother and refined later parts of the game to (hopefully) make it a little more enjoyable. Please check out the included Changelog if you want more detailed notes on the changes and have fun!