Genre: Adventure

  • Project started on: July 5th 2018

  • Project ended on: January 4th 2019

  • Approximate time spent on project: 120 hours

Talk || Take is my attempt at a Zelda (NES) clone with a twist; Instead of you being able to get all the items you need from the NPCs, you have to do some work and interact with them before they’ll give you what you want. If you don’t want to do that, you can always just steal the items as well and who knows where that might lead you? For instance, the blacksmith has a powerful-looking sword, but he needs it to protect himself, he’ll lend you his pickaxe so you can go and mine some ore around the world. You could do that, or you could just take the sword and have a fairly good weapon early in the game!

Ultimately, your goal is to enter Castle Blackmoor and defeat its evil commander. To do that, you’ll need six seals from various dungeons around the world. How you approach the dungeons is also left to you. Do you defeat all optional bosses to get different rewards or do you just take the stuff and leave?

Screenshots

About the game

  • ITEMS!

    • Six different weapons! Some can’t be obtained in the same playthrough!

    • A map! You will get some info from it! Maybe you’ll even be able to warp around?

    • Four different bows, all for sale at low low prices!

    • A lamp to light these creepy dark spots.

    • A few shields if you enjoy a chance to take no damage from hits.

    • Bombs; They’re not necessary but they can be useful!

    • Three different bracelets that can be won at a luck game! You’ll need those to walk over water…

    • Magic staves! The best way to heal, blast your enemies and… stop time?!?

  • DUNGEONS AND BOSSES!

    • The Swamp Hole

    • The Bandit Camp

    • Chaos Island

    • The Oaksoul Graveyard

    • The Magic Grove

    • The Ancient Battlefield

    • Castle Blackmoor

  • At least THREE endings!

Posted
AuthorJérémie Tessier
CategoriesAdventure

Transmission From Planet X is my third team GameJam project where I slept very little in order to work with everything I had on a single game for two days. Much like last year, my team was already formed with coworkers and friends, and things went pretty smoothly. Even if tensions rose a little at the end of the project, it was an extremely positive experience and I'm still floored by how much a game can take shape just because you have two great artists working on it alongside programmers

Posted
AuthorJérémie Tessier

Home Frequency is my second 'real' GameJam project where I went somewhere to physically work on a game for two days straight. This time, our team was already pre-made, composed mainly of coworkers from my day job. The feeling of not having to generate assets myself was as amazing as it was on my first game jam, since artists can truly bring the best out of a project really quickly, and we were pretty lucky with the direction we took as well.

Posted
AuthorJérémie Tessier
CategoriesAdventure