Played this with a friend last night.
First off, really dig the setting. We don't get to see many Aztec inspired RPGmaker games, so that was a nice treat! The music in the dungeon was also really catchy, and I found a lot of the lighting and filters to be handled well. (especially love the misty feeling of the outside rainforest maps)
The skill tree was neat, however I think you were a little too generous on money (maybe that was just for this demo build) I was able to buy all of the skills even though I skipped most of the fights! I think a lot of the strategy of picking what to specialize in was robbed from the player because of it. It would be really great to have a custom menu for the skill tree, but if you do decide to stick with the system you have now - I would consider displaying the player's money somewhere on the screen.
Also enjoyed the idea of the bangle augmentation.
I'm confused by the AoE attacks tho (the ones learned on the skill tree). I couldn't use them through the entire game. They were always disabled. Made me sad after hunting them out on the skill tree haha
There's some clashing art in places (in particular the battler's don't fit the rest of the vibe of the game.) but I'm chalking that up to prototype. (same with some of the passibility issues.)
Story - I enjoyed this a lot. Especially the moral conundrum that comes from both sides having their own reasons. I would highly suggest getting a beta reading for the storytelling moments though. Sadly, the story is bogged down a bit by those parts being hard to follow. The in game text was fine, however. Makes me feel like you were going for a certain style, but ended up trying to be too flowery with it. I enjoyed the art in these segments though! A little more polish and you'll really nail the style.
Puzzles - There's good and bad here. As other's have said, the light puzzle doesn't work well since there's no immediate feedback. I spent a lot of time here, until I read the comments on this page about that puzzle. The biggest problems here are a) Fire doesn't cast a light in a line. I would consider looking into an alternative light source, or adding some sort of cover or more obvious direction to the firelight. b) since there's no light beam, you can't tell anything is happening, and c) consider putting the mirrors of a diagonal. With them being flat as they are, they would really just be bouncing the light back to the source.
The push puzzles were great. The slow progression of their difficulty was good and the first room with them made for a nice tutorial. The flame puzzle had the same feel. However, when I solved one puzzle in the phoenix room, the chest blocked access to the other notice on the wall.
All in all, I had a good time with this game. I'd love to come back to a more polished and completed version. In particular, I'm interested to see if the morality of the two sides will still be important with a more on the nose villain or not.
Great work : D
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