A short story set in a fantasy-themed world, featuring epic battles and chaos!

This was the open beta version of The Legend of Quintavius, released at the end of 2022. It's latest update was v0.5, preceding the recolored graphics, remixed music, and some rewritten dialogue (among several other changes). It probably also requires about 4 GB of memory to run.

Play the final version.


How to Play

Controls

  • WASD/Arrow keys = Move/Select
  • Enter/Space = Confirm/Dialogue
  • K/Z = Attack
  • L/X = Heal
  • Esc/P = Pause (but Esc will also exit fullscreen)
  • Back = Exit

Score

  • Score is increased for every monster and boss defeated, by different amounts depending on the monster
  • Score is decreased for every soldier defeated, by different amounts depending on the soldier
  • Score is increased by 1 every time a soldier is healed
  • Score is increased by 1 every time a monster takes damage from the player or from being on fire
  • After a game over, score is set back to what it was before the battle began


Saving


Whenever you see this icon, your current save point is set and permanently unlocked. You can return to it at any time from the Settings menu, but your score will be set to 0 if you go back a save point.

You can unlock all save points by entering "quintessence" on the title screen.


Known bugs

These are all the bugs I had listed for this version. Fair warning: I lost track of a lot of these during development of the final version, when I revamped almost everything; either they were fixed, or I decided they weren't bugs at all, or I couldn't replicate them anymore. And, being a beta, there's also probably still bugs that I hadn't ever found.

  • The behavior of soldiers/monsters can sometimes be buggy; for example, they may not move around obstacles or other characters correctly.
    • Melee characters may not face the right direction when attacking their target, and they may not always deal damage
    • When a soldier tries to retreat or go to Quintavius, they may push other characters instead of moving around them
    • Ranged soldiers won't try to keep their distance from a target enemy unless they're wounded, instead attacking them within melee range; they can also get stuck in a loop where their attacks keep missing until they move again, because they aren't aligned with their target
  • The dragon sprite and the map are both outdated/unfinished; the dragon's neck visually breaks when she leans forward because she can lean farther now than she could since the sprite was made
  • Sound is buggy
    • Some sound effects, particularly low-pitch sounds like Dmitri's dialogue, are too quiet compared to the music and other sounds
    • Some looping ambient sounds might not always play when they should
    • Songs will usually have a small gap of silence in between loops
    • If the game is paused with no sounds playing for long enough, there will be a delay before sounds start playing again
  • Several visual elements are buggy
    • User interface elements may sometimes not be hidden or shown when they should be
    • Sometimes a character or effect can “clip” through objects more than one tile tall. This is just a visual bug.
    • The Z order of characters and some effects is sometimes wrong or reversed
      • The slash effects for some characters aren't positioned correctly
    • Auras of soldiers being healed might not always be shown or removed correctly if they were being healed while off-screen, which is possible at the edge of scenes
    • The small flame effect on Quintavius' staff in the caves isn't always positioned correctly
  • When the player is up against a tile, if they aren't already facing the tile, they can't turn to that direction or throw a fireball that way
  • The gnome boss battle may need more balancing
  • Trolls and Greul can sometimes struggle to push other characters aside; sometimes they might rapidly switch between animations while trying to get past a character or tile
  • Knockback from trolls and Greul might sometimes be able to push characters into trees and other tall objects, making them clip through them and possibly getting them stuck
  • Greul is buggy
    • Greul sometimes focuses too much on attacking other soldiers instead of pursuing Quintavius
    • Greul will throw his axe even if a tile is right in front of him, so it stops immediately
    • Greul sometimes still has his axe visually in his sprite after throwing it (but still behaves as if he doesn't)
    • Greul might sometimes have the wrong icon during the dungeon battle
    • Greul can sometimes still try to attack and even throw his axe after he's defeated and running away in the dungeon battle; if he throws his axe, he stops doing this
    • If Greul was on fire when he's defeated in the dungeon battle, he stays on fire during the subsequent dialogue
  • The final boss' chain sword doesn't create particles when he attacks upwards or to the left
  • If the final boss moves sideways into the stairs at the bottom of his arena, he teleports a short distance upwards to move around them
  • When retrying the first half of the final boss battle after a game over, the camera very briefly shows a different part of the scene before switching back to Quintavius in the arena
  • During the cutscene halfway through the final boss battle, if the game is paused and unpaused, the camera might stop scrolling and immediately jump to Quintavius and the final boss
  • When the final boss is defeated, Quintavius might walk over wall tiles where he shouldn't be able to walk
  • The last line of dialogue in the ending doesn't play sound effects


Special thanks to these beta testers

  • Bakedbeanenthusiast
  • Boltzter
  • CyberXtronic
  • jazz_horse
  • Vaskhar

Thanks to my mom for helping me with the script.

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