🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles
A jam entry

Princess WishView game page »

Submitted by Nek0taku with 9 minutes, 6 seconds before the deadline

Play game

Visit Princess Wish's game page

Vote on this game

Sign up with an itch.io account to vote and leave a comment.

Engine
RPG MAKER VX ACE

Leave a comment

Log in with your itch.io account to leave a comment.

Comments

Congrats on finishing your game! The abs ran really smoothly and was fun to play. There were a few things that I felt were letting you down though.

There are typos everywhere. The grammar is poor and in some places the text cuts off. It really needs a thorough proofreading.

I had two iron swords for some reason. (Picked on up from the guy near the well, maybe you left the other in accidentally.)

On the second map the little girl has no dialogue at first, then when you interact with the solider she's talking although she's still stood far away so it looks weird.

Having save points whilst still being able to save from the menu was a bit weird. The difficulty isn't bad enough that it'd be an issue to disable saving from the menu, or you could just have the pentagrams as transport/healing spots and remove the saving aspect.

The first part of the castle, trying to return from the skeleton room back to the main room takes you to the witches room instead. There's no way to get back other than the pentagram at the end.

After doing the colour switch puzzle, the red switch stays pressed down.

You need to double check that your events are using direction fix. I noticed it on a gate and one of the corpses, maybe some other things.

The game wasn't particularly hard, I only had to use a potion at the end. I prefer this to a game that's stupidly hard, but I think some people would want more of a challenge. If I'm being brutally honest, this felt like a collection of mechanics and ideas more than a game. I didn't really get a sense of story, there wasn't much logic behind the enemies or why we used crystals instead of keys, and the mapping was very 'it's a background to a puzzle' instead of seeming like legitimate rooms that were once part of a real castle. Getting this stuff to be cohesive and flow is something that just comes down to experience though, so setting that aside, the gameplay is fun enough that I still enjoyed playing and I think with a bit more time and practise, you'll be on your way to making some great little games ^^