I'm getting some movement bug. It happens only on up/down movement, left/right is fine. Here is a link. Let me know if you fix it, I'd like to try your game out.
Play game
Mages Rpg's itch.io pageComments
Z/X/C only works on English Keyboards.
You also have Mouse control which is completely unmentioned anywhere. Why do you have dedicated Back/Menu Buttons? Why not have the menu open with back aswell? Movement feels good, Spriteart is alright mostly, Road seems a bit too even and straight, Maps are wast, flat and empty.
I can't continue/close Dialogue with close, only with accept?
Rocks don't have Z-Sorting correctly, and render behind the Player. Lower right Corner of the Forest in the Town is missing a part of the Tree. Thanks to the Trunks being smaller at the bottom rather then wider, it also looks like the Trees are rendering in reverse Order. Which in some Points they also definetly are, when you look at the Top of the Leaves.
I can't read the Books in the Libary for Tutorial/Tips? Sad.
Combat works, but the Sprites for the Enemies aren't on the same Pixelscale. Same with the HP/SP/Etc. Bars. You're making a Pixelgame, those should all be on the same Pixelscale. Effect Icons could also show on the Sprite more, rather then so far to the Side.
Layout makes me think I'm expecting 2 Partymembers and up to 2 Enemies more. If its always only the Player, why hide the Attack/Etc menu?
When I have no SP to cast a spell/Ability, it tells me correctly, but then moves me out of the Menues. I have to press Back again to get Control back, why?
Your Forest-map doesn't extend far enough up, I can see the grey behind it.
Savepoints should tell me that they also restored my Stats. Would also be nice if I got told how much my Stats increased per Levelup when I get one.
Is there no return because you didn't figure out how to keep Data consistent between Levels and thats why the Spikes are back up? Sorry if I'm doubting here, it just felt that Way.
The Archmage Fight was incredibly simple, but maybe I just overleveled. Balance seems to be off either Way.
Fun overall, if short and unfinished tho. Could be nice when done properly. Really needs to fix the Mixel Issues in Combat tho, and overhaul a few Sprites here and there. The Bars should be simple enough, a single flat Color for full/empty should be enough, but even with rounded Borders etc. it should be easily doable. Battlesprites currently are just upscaled Worldsprites it seems, but you're already in a very Graphic-lite Option with frontfacing classic RPG Combat, you could really put some interesting minimalistic 'NES-like' Sprites in there.
Hello, I played your game through a couple times. I had fun!
Notes:
Feels weird to not have tile-based movement with this level of art.
Maybe I just need to get used to it, but it felt a little awkward when lining up to talk to NPCs or signs sometimes. But I can see it would make the monster chase very different.
BGM doesn't seem to loop?
Walking up and down doesn't loop properly. It goes left-right-idle before looping.
Very nice mimic. I thought you might get an item for beating it, but no such luck.
When I tried reloading my last save after beating the arch mage to try a different strategy, I loaded in apparently outside of the walkable area?
I can't move anywhere.
Okay tried it again while saving at a different save point and apparently it doesn't load the player properly if you reload after beating the game.
I tried starting a new game to see if it happened with other save points and I seem to still have all the gear I picked up on my first playthrough. *edit* looking at a streamer, I'm also pretty sure I didn't get the other classes' starting equipment.
Only equipment, not consumable items. I didn't think to check what happens when you fill up your entire inventory with all the duplicate items, but that might be a problem.
You have to press back twice to get back to being able to select your move when you try to use a move that you don't have enough SP for - Doesn't seem intentional, and I thought I'd broken the game for a moment.
But, overall this seems like a very nice framework to build a game around. It's simple, but it's cohesive, and everything works aside from the save game breaking when you beat the archmage. I look forward to seeing what's next.
Combat could stand to be a little juicier, maybe. Visual attack effects would definitely add a lot.
Thanks for all the feedbck! it helps me lot to improve my game.
-i was initially going for a higher qualty and size for the assets but it was above my current skill of pixel art. i agree the movement feels a bit weird but i am working on improving it and make it feel better
-i saw that AFTER i uploaded. it's just checkbox so i fixed it alredy
-will look into the animations, it's one of the things i made quickly to get it done for Demo day
-thanks! i already have the code for giving items after defeating an enemy, but it was giving me some troubles when you had a full inventory so i left it out for the demo
-i found the save breaking bug just after uploading the game, i am currently looking how to fix it
-weird. your equipment should be cleaned when you start a new game, it could be related to the archmage bug. my save system is not working properly
-visual effects and feedback when attack or taking damage are in my to-do list. i hope i can get them done for the next demo day.
Thanks again for trying it out! means a lot to me hearing you enjoyed the game!
I ran through the game again quickly* to see if the gear stayed if I didn't mess up the save by trying to load after beating the arch mage, but not only does it happen when I select new game without loading my old save, I also got the bug where the camera is focused outside of the map. But apparently that bug can be gotten out of simply by opening and closing the menu.
Regarding the animations, I think what happened is that you're using the idle sprite as one of the two frames of walking sideways, and that logic got carried over to walking up and down as well.
Also disregard my comment about "starting gear"; I'd missed the dagger myself and didn't see the streamer pick it up, so I assumed he'd started with it as a spellsword.
*shield+turtle+slam kinda OP
i was not able to watch the streams sadly. can you tell me which one was playing it?
also the turling+slam combo is a bug the damage calculation is doing something weird there and the damage goes bonkers. i tone it down a bit with a half assed fix for the demo (it was doing like 120-130 damage to the boss before) but didn't really fix the issue
https://www.twitch.tv/videos/1755309960 around 30 minutes in.
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