Play build
Silver Daze (Alpha)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #8 | 4.250 | 4.250 |
Controls / UI | #8 | 4.125 | 4.125 |
Art / Graphics | #16 | 4.250 | 4.250 |
Overall Fun | #17 | 4.000 | 4.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Hello everyone!
My name is Sawyer Friend, I'm the lead developer of this game!
The game has been officially announced, and you can wishlist it here!
Alternatively, here's an Itch link!
Thank you!
Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.
I'd like for you to contact me outside of Itch. Can you join the Indie Questing Discord and message me? Alternatively, if you have Twitter you can send me a DM on there.
This game wasn't on my initial list since it looked to be way too retro for me, but given that you returned me the favour first and that I just happened to have a 90 minutes-long train journey, I decided to give it a go and try to find out who is actually hiding behind AnonymousSilverDazeDev.
There is actually quite a lot to say about this game.
This is the story of RanomPokemonPlayer who learns that Girlfriend is going to the university far away from here in a month. After losing his thoughts in a video game session, he got himself isekai in a strange world with his friend Gyro in a world looking a lot like the real world. Is Girlfriend around there, and if yes, will they be able to save her in time?
I'm kind of conflicted on the battle system: it is quite nice from the point of view of the player with the handling of the MP gauge. On the other side of the coin, this system doesn't work well for the enemies. Most of them can only perform a single action and then have to use their MP-recovering moves. Moves that seem up to now to be nothing more than a simple guard. It is especially a problem for enemy whose first action is a self-buff that will disappear quickly given how buff work in this game, and for bosses that lose multiple turns due to that mechanic. I won't pretend to know to deal with that, but I may suggest trying replacing the enemy guard by a simple attack move that also restore MP, so it doesn't seem they are losing their time.
This game has a really high encounter rate, but it kind of make sense here, firstly because HP and MP are fully healed for free between fights, secondly the battles are quite short and thirdly because the player need those cards to progress the gameplay. Running away seems to never fail also. Backtracking would be the only case where such an encounter rate would be a problem, so I hope there will be a no-encounter card or music at some point.
Buff skills seem currently to be overpriced to be useful, and the scoring system based on speed doesn't encourage their usage.
Graphics were what I expected: very retro-looking so not for me. I'm sure there are other people that would love them. Two points I noted in that department:
-Characters seem to have always the same face during dialogues. More emotions would be nice.
-Up to now, there isn't much exploration in this game. Maps seems to have only encounters and obvious treasure boxes. I mean, there isn't much things like intersections, secret treasures or interactive elements who aren't doors. I hope it changes later.
I liked some of the musics way more that I expected, especially since if I'm not at all in 8/16 bits musics. My favourite was probably Zeta Squadron. If I'm not mistaken you actually made the music yourself, so well done. One problem in the sound department for me was the SE: they sounded way too loud compared to the quieter bgm, especially the ok one. It is the most obvious in the music gallery. I would heavily suggest adapting those.
Random remarks:
-Kani's attack debuff seems not working against her boss (at least, there wasn't any icon above it), and there was no feedback concerning the failure.
-Restore seem like a weird skill name for a mp-recovery move. It stringly suggests it is a healing skill instead.
-Equipping twice Motivate increases its cost for some reason (not that it matters, but still).
-It is quite funny to me that healing spells with power 20 and 40 seem to be healing exactly 10 and 20 hp.
-The description of the skill Sword goes outside of its message box
-A random passability bug:
I don't know if I will have the occasion to come back to it, as there are other long games I already promised to play more.
In the end, I give this game a "No fairy in a rpg maker MV game? This is intolerable!" out of 10.
Concerning the 'find the anonymous dev mystery': it was actually pretty easy and quick to unmask you once I got access to the internet despite the fact I didn't even know about you before. 🧚🧚🧚
Thanks a ton for playing!
Fortunately, many of these issues are already planned on being addressed, especially the audio issues! I agree that a lot of elements in this build were poorly communicated, such as the double Motivate and debuff thing, so we've actually made some big overhauls to the feedback on those elements! I appreciate it!
I'd also like to thank you specifically for playing the game for so long despite not being a fan of this type of game! I can understand how thankless a role testing these sorts of things can be, and wanted to make sure you know it helps us a lot!
Finally, good work on figuring out who I am, nyeh heh heh! I know I didn't do a great job keeping my identity a secret, but hey, just like you said, I'm not exactly super famous anyway. My main concern is that my small little audience of fans doesn't find out about this until it's time to let them know, so I appreciate you not broadcasting that information!
This was very good feedback! Thanks a bunch!
First off, let me explain my rating system:
1 star = Bad enough it can't be saved
2 stars = Really bad, but interesting/good concept
3 stars = Was good but problems/bugs are in the way to make it fun/better
4 stars = Really good, but I still found things that can be improved/fixed
5 stars = I found no fault with it
I have only gotten as far as when the games map looped back to "the hub", thinking this was a good stopping point which took me about an hour and 14 minutes.
Overall fun - 3/5
Like any RPG, the beginning and such can become tedious with tutorials and "learning battles" but are necessary.
The introduction was quite long, but established everything needed to be known, letting me remember what character is what, except the girlfriend is who obviously had to be more mysterious. I was able to understand each character's personality this way by their speech and animations.
I was disappointed that in the bedrooms, I can't interact with anything.
The Battle Ranks is a really nice touch for perfectionists, but I don't fully understand how it ranks my battles except by assumption from previously played games with a similar mechanic.
I was confused that I could walk on a chair, but not small-trash. This also made it more difficult to decide what path I can actually take in the future.
Major complaint was, I did not remember if at all. I was explained that I could attack my own people. I used the arrow keys to switch to the "next enemy" but instead it went to my party and I already pressed Enter before I could cancel. Causing me to make a "stupid mistake" I never thought possible.
Having a system so I can change battle difficulty for only that battle when retrying, would be really nice. Also having something to let me know how much of a change -20% would do without needing to do a battle and feel the difference.
Art & Graphics - 4/5
Everything about the art is amazing, and I really liked the CG.
I think it might look better if the enemy-fog was animated even if only slightly.
Or that the floating objects would also be animated and not static.
In the battlefield, the enemy-fog made it difficult to see if a rock is under it or not.
Doors are missing an open-door animation, and that really bothered me each time. lol
The electric-guitar looked like it was floating until I actually focused on it and saw it had a barely visible stand.
I recommend having the TV have a bit of space from the floor, so it doesn't look like the screen is directly against the ground.
Having the console/controllers have wires would be a good touch, the time period the game seems to be inspired from didn't have wireless consoles/controllers from my knowledge.
The memory-living-room animated background was hurting my eyes due to the pattern, it wasn't because it was "bad" but more that it kept giving me an "illusion" effect that made me feel slightly blind.
Controls & UI - 4/5
Controls were very simple and I had no trouble with it.
I would like something on the equip-screen to immediately tell me if a Cards EP usage is too high for a character.
The games Font made it difficult to read some words like "Winklemo" which I could easily see and read here, but not in-game.
Sound & Music - 4/5
I understand the sound-effect direction you are going for but...
The high-pitched sounds hurt my ears, and because the intro was so long I had to have the entire game quiet before I could finally adjust the audio-settings.
The Game-Over screen had no audio(BGM), and this was disappointing.
Other than that, Audio was pretty good and satisfying.
Music was not intense, and did it's job. Setting the proper atmosphere.
Closing thoughts -
Overall this was an interesting game, reminds me of similar games of the past but doesn't share enough similarities to be "a copy".
It would not be something I would actively play but would be something I would want to revisit.
I do hope this review was helpful in some way and I wish you good luck on the game and that you have a wonderful day.
pixel art and animations were nice and combat was fun. I personally had trouble getting used to comfirming on the main menu when submenu options were shown I had a habit of wanting to click on the submenu option but didn't realize I had to click on the main menu option first because it appeared to be "locked" in already. Might just be how my brain was registering it though.
this was quite interesting
very unique vibe, a bit misterious, a bit teen story, a bit visual novel, a bit rpg.
I love the undertale like pixelart and I particularly love the soundtrack.
after a couple of fights I am not sure I completely got it, but I think that can become quite interesting such as in Ikenfell.
yeah this has somwhat of a Ikenfell vibe
Hello, testers! We greatly appreciate your interest in testing our game!
Just a quick reminder, because this game is currently unannounced, we request that video feedback is uploaded as a restricted link. (We also request that you refrain from live streaming the game)
Thank you very much for understanding!
Copy pasting here coz i think i posted the previous comment in the wrong place :D
Really nice game. Love the whole vibe. Geo is the best but I am not digging Kani that much. Here be my score.
Fun 4.5/5 would give more but its not my kinda game. Still I can recognise a great game when I see one.
UI/Controls 4.5/5 Apart from a little thing where the description for Sword was missing, it was all great.
Music 4/5 Solid music in every place.
Art 4/5 A little chibi for my taste but great stuff still.