The Music is great in the places where theres actually music. Combat Dialogues made me chuckle. I was surprised to find out this has mouse only controls, but they are a bit wanky. Moving to another screen with Mouse only sometimes leaves little Room for the Mouse to maneuver in, equipping new things should probably show their description/statbox when hovered, not only when equipping them, so you can compare them easier. In one combat the top textwindow had some issue with the font being way to small to properly read, but that might have happened because I accidentally rescaled the Window. After I died, I couldnt use the Mouse to exit back into the load game selection, it was the only time I found that I couldnt play with mouse only.
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A noir Persona Earthbound game! Love it, the hard drinking sardonic PI is a welcome change from the normal JRPG protag.
A couple tiny visual bugs I encountered:
I got a nice little gang of monsters together but died while looking for the shield pieces. The monsters in the woods get higher and higher level quickly, and I found that I had to run away from all the fights. I'd like to give it another go later though.
This is something special for sure, and it will be soon enough if you continue.
However, I feel the player is really loaded down with tons of dialogue (though very funny) way too soon, you should condense the conversations just a bit to keep the pacing going
Really digged the mother style battle transitions and the general battle animations/sounds
But yeah this SMT style summon thing combined with that style reminiscent of mother, undertale etc will be a winner, haven't seen it before
Obviously a fair amount of work went into the dialogue and story building. It does help build the feel of the world and make me feel connected and want to progress which is nice. My only complaint is it gets pretty verbose very quick. I would like to see some basic 'tutorial' type play right at the start just to get my feet wet before jumping right in to the main plot line.
Also I think the code for death is janky, or maybe just unfinished? I couldn't proceed past the message about the big sleep. My own game is even more janky at death so I understand that it's probably not priority #1 rn.
I didn't get very far (died almost immediately after entering the forest) but it was enjoyable until then lol. I did get a monster on my side before I died which was cool.
Hold up -- thank you for that bit about the death code. I tried it out in my own copy and couldn't replicate it, but I'll definitely be on the lookout in case it happens again.
Otherwise, thank you so much. A straight-up tutorial isn't on my agenda, but I am probably going to add some stuff which eases players into the game a bit more smoothly. Keep in mind that the demo isn't fully polished, too; the final version's gonna have an intro cutscene.
Should have taken a screenshot or something sorry.
"A straight-up tutorial isn't on my agenda"
Doesn't have to be a proper tutorial, people familiar with JRPGs should be able to pick it up pretty quickly. Just some light early stuff to get a feel for things before you end up in a multi-page conversation. Also another small suggestion: the ability to press 'E', or some other use key on things instead of just clicking on them. I like moving around with WASD and I found myself wanting a keyboard option to interact with things.
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