Fantasy Survivor is a bullet-heaven mini game inspired by JRPG's from the early nineties.

You control a party of four adventurers and try to keep them alive for 30 minutes. Each party member is armed with unique auto-skills. Kill enemies, get xp and coins, and upgrade you characters. Will you be the final, Fantasy Suvivor?

Features

  • Four unique characters
  • Three unique skills per character for a total of 12
  • Over 10 different enemies
  • An item shop to spend your tiny monster coins and purchase upgrades for your party. Become more powerful with every play through!
  • Controller support
  • Play in browser
  • Free to play!

Background

Fantasy Survivor's core gameplay is based off of Firebelley's Vampire Survivor in Godot tutorial on Udemy. It has been modified and built upon from there.

Bugs And Feedback

The comment section is enabled and I'll be checking it for any feedback or bugs. Note that this is a short project and won't likely see all feedback incorporated as there are still features in the works.

Total Playtime: 30 minutes

Download

Download
Fantasy Survivor Credits 1 kB

Install instructions

Windows

  1. Unzip the file
  2. Open the extracted FantasySurvivor folder
  3. Run FantasySurvivor.exe to play. No install required.
    1. Note that Microsoft Defender SmartScreen might block the game from running. If you get this message, click on 'More info' and then 'Run anyway' to play.

Mac

  1. Double click on FantasySurvivor.dmg
  2. Drag the Fantasy Survivor icon to your applications folder
  3. Run Fantasy Survivor to play

Linux

  1. Unzip the file
  2. Open the extracted FantasySurvivor folder
  3. Run  FantasySurvivor.exe.x86_64 to play

Development log

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Comments

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I just completed another run. I've yet to explore the meta-progression system, but I had more thoughts on the gameplay.

First off, I love the cooldown bars. Very appreciated. Controller support is handled perfectly, becoming my preferred input method.

I don't know if the in-game font scaling or padding has been changed or if I just got used to it with more time, but I don't find myself confused with my previous "2.2 vs. 22" problem now.

I'd recommend adjusting the health/dmg numbers by a magnitude of 10. Not only do larger numbers feel better when you're dropping damage on bad guys, but I found the idea of gaining 11.2 health, for example, to be rather unintuitive. If that were scaled differently and my healing was going from 100 to 112, it would make more sense and feel more impactful.

Cooldown reduction abilities resetting the cooldown timer of the ability was a feels-bad moment. I wondered if it was resetting or adjusting for the change in time scaling. Then I watched my heal be so close to popping that I had no visible green in the cooldown bar fully reset when I took a cooldown reduction on level up. Perhaps you can calculate the time since last triggering that ability and compare it to the newly modified casting time for the ability and trigger it on selecting a cooldown reduction augment for an ability if appropriate.

Cooldown reduction abilities also need consistent phrasing. Bahamut's being "Reduces Bahamut's summon time" is flavorful, and I like that one, but then others say "recast time" or "cooldown reduction" interchangeably. Wand and Sword say, "Increase [ability] attack speed." I was unsure if that meant cooldown or projectile speed. I noticed the name of those ability choices was "[Ability] Haste," which led me to believe it was cooldown based on that name used for other cooldown abilities, but the description itself was confusing.

There was also some inconsistent and confusing wording on some ability selections. Some might say, "Increase damage by 5%," whereas others would say, "Increases damage by 5%". The former sounds like I'm telling the game what to do, whereas the latter sounds like a more descriptive tone where the game tells me what happens. I have no preference either way, but they read as two different perspectives to me, and consistency between them would be nice.

I want some options at level-up that aren't strictly weapon upgrades. Things like movement speed (I did see that this was in the meta-progression as well, but having some in-run would be cool) or damage reduction thrown in once in a while to break up the flow of just continuing to improve my same suite of weapons would be nice.

Lastly, it would be great if a newly-granted ability triggered immediately upon choosing it for the first time. Immediately showing the player the cool new ability they got gets them instant feedback on their decision. Taser was the last ability I chose in my run, and while it does not have a long cooldown, that was the point where I noticed that I was going to have to wait to see what it did.

There's been some awesome progress since the last time I played, and I'm looking forward to getting more into the meta-progression system.

Hi Noah! Thanks for coming back and trying it out again. Appreciate all the feedback and I'm glad you dig some of the changes. I started working on a new game, so updates on this are on hold for now. I'll post via a devlog if and when FS gets an update!

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Cool game! Made it to the end. One thing it needs... Even more abilities :D

Thank you Filipinjo! Glad you enjoyed it and thanks for the feedback. More abilities are on the way in the upcoming beta. Please follow the project for updates :)

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I completed a run, and my thoughts so far:

Playing with 4 characters is neat and the "party" feel that brings is cool.

Moving in a line like this leads to some weird snaking decisions. I found myself often rolling through WASD in sequence, to coil myself, much like a smaller, defending snake would in a game like worm.io. That isn't necessarily a problem, aside from the rather uncomfortable input when done repetitively. As I was doing it, I found myself thinking "This would be better on a controller or if my party followed my mouse movement"

Ranged enemies spawning just outside the map was pretty cool, but then I ended up with health pots outside the map and that was a feels bad (hopefully those 2 unattainable health pots didn't adversely affect the number of health pots I'd been dropped throughout the rest of the run)

The font, while a nice stylistic choice, tripped me up a couple of times where I was wondering "Was that 2.2 or 22?" etc.

I'd like to see cooldowns, even if just a percentage tracked filling an icon rather than a hard ticking number, for my abilities going off. It would allow for better pathing decisions and prevent me from walking over a health pot right before my heal pops and ultimately goes to waste.

I'd like level tracking on like powerups. "I've got X vs Y choice here but I don't remember how many times I've done one or the other" was something I ran into frequently.

Similarly, I'd appreciate seeing numbers during ability selection. "Increase Sword damage by 25% (InsertNewDamageHere)" or "Reduce Heal Cooldown by 5% (InsertNewCooldownHere)"

The sword and knife icons having the same color palette led me to spend the first 10 minutes or so thinking that they were duplicates and at one point I was bummed that 2 classes shared a weapon. Perhaps play with the color of one to better distinguish them?

Noah! Thanks for the awesome feedback dude! Really appreciate it.

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and music way to loud

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ok so i like the game but to ez and not much telling me what to do so got board think it needs some screen shake so i get that adopamienother than that all good very nice

Thanks for the feedback! Much appreciated. I turned down the sound across the board. Hope that helps!

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Nice work so far! I played the web build until level 10 and did survive without problems so far. Just stopped playing because I have to do something else now. Wish you the best for the further development of your game. Keep it up!

Unfortunately I haven't played any JPRGs, so I don't know the classic reference. :( (only the modern one, VS)

Thanks for the kind words! Glad you enjoyed it so far. I was really into the NES and SNES era of JRPGS like Final Fantasy and Dragon Quest