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Starlight Destiny's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.500 | 4.500 |
Fun | #1 | 4.250 | 4.250 |
Visuals(Graphics) | #1 | 4.500 | 4.500 |
Sound/Audio | #2 | 4.000 | 4.000 |
User Interface (UI/UX) | #4 | 3.750 | 3.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://braveking.itch.io/starlight-destiny/devlog/774858/starlight-destiny-v043
Developer Feedback Questions
What part of the game did you like more, and which part of the game did you like less?
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Comments
It’s a very good RPG! The story and lore feel engaging and interesting, and you feel a connection with the world and MC. The music is very nice, too, and helps with it.
I enjoyed the beginning of the story and the setting. Wondering around also felt interesting. The fights need to be spaced out with some dialog and story progression. At least for my taste, there are too many enemies wondering around.
Best Luck with developing your game!
I'm not really a fan of JRPGs, so take anything I say with a grain of salt. I think this looks very promising, and I really like enemy sprites! I ended my run a little earlier than I initially planned to, because I died and lost 10 or so minutes of progress (my bad for not saving). I skimmed through the story, so don't really know what's going on (nothing against the game), but I like the idea of sentient weapons and feel like it could be used to really interesting effect.
Feedback:
- The visual difference between the player characters and enemies is odd, to me.
- I feel like there are too many enemy types too quickly, and too many powerful variants of enemies. I feel like it probably makes it really hard to differentiate between tiers of enemies. For example, I'd assume the slime enemy (the one that gives the Aqua Amulet) is supposed to be important, but it didn't feel that way.
- I think the density of fights might be a little too high, having to fight every few seconds makes progress feel very slow, and makes the battles feel tedious rather quickly.
- I have a hard time understanding the setting of the game. That may be largely on me for just skimming the story, but I do think some of it is the art direction with the setting jumping between a space station, wooden shack, run down concrete town.
- FLor and Azuli having the exact same face shape feels odd to me. I don't have a problem with reusing assets, but having the first two party members look the same odd (unless it's intentional and part of the story!).
- I think the early game might benefit from providing the player with some additional consumable items. I hit a couple of battles pretty early on that nearly killed me, but had few items to restore health and mana... While I think that could work later in the game when I'm more familiar or if battles were made out to be less common, I think the current state of the game might benefit from being a little less stingy with item drops at the beginning.
Hi, thanks for the critique and to hear this got your interest!
-Since you mention that you're not a fan of JRPGs, did you per chance not notice that you can try to run away from battles? Just press X at the start of a turn before giving any orders and there should be an Escape option. I'll add that in-game as a quick tutorial.
-Graphics are definitely a work in-progress, but yeah I could and should make the two first characters more visually distinct.
-The game is currently light in lore yes, but I plan to add more talking NPCs/data terminals and also tweak the areas like the shack and run-down-town visuals to feel more sci-fiish with details like holograms and machinery.
-Adding more consumable items early-game sounds like a great idea, will do.
Thank you once more!
I actually did realize I could run away, fairly early on, but only by accident. I do know it's fairly standard in JRPGs, and think I probably would've stumbled upon it one way or the other.
However, if you want to tutorialize it, maybe you could add it that first battle scene. Have the player fight mobs, but realize they can't take them and they have to run, something like that might work relatively well.
Hello from the Feedback Jam 6! Love to see the next chapter!
I like the dungeon creep part and the spirit of classic JRPGs. The idea of linking the abilities with equipment is unusual and feels fresh, different from the mediocre "find the stronger sword and drop the previous to the trash can". And the best part in this game is that it is not a game about moving square that supposed to dodge another moving squares. But the outer space and Solar biome with the time limit is not a cool part for me. "Always Dash" setting helped with speedrunning that, but the timer is always ticking, even during dialogues, resulting in returning to the start if you want to read the dialogues. And at the start of area, there is a single mob that attacks immediately after our team "escaped" from radiation. Definitely doesn't feel good.
There are some bugs:
1) Poison cannot be taken off by Antidote, and Premium MedPack doesn't take it off too. Additionally, Premium MedPack inflicts Burn. Not sure if it is intentional according to its flavor text in description.
2) The Boulder (obstacle) in the Space cannot be destroyed by equipping the electric jewelry, despite the message presumes it should work.
3) Solo-target Wood spell has very low damage against neko mobs in Void biome, despite the briefing says it should be effective alongside with Fire.
Something feels wrong with the balance, the buffs looks overpowered. Under Protective Algorithm, incoming damage often reduces to zero. And vice versa, Lykos Hero in Moon biome under Aggressive Algorithm can slash the entire team by 700 dmg. But maybe the Boss crowd is intentionally stronger in stats.
And lastly, the enemies are just too vital. After 10 hours of playing, getting close to the end of this demo, I was sick of these long fights and started to escape every encounter.
With all this said, I definitely give this game a top rate. The Gem of this Jam!
Hi, thanks for the in-depth critique and high praise, glad to see you enjoyed this version!
-I'll see about tweaking the timer in the sun sector so it doesn't keep running during dialogues, although I'll note there's a "secret" option that if you equip either the shadow or void magic item, when the timer runs out you'll be able to keep going, it should be hinted by the teacher.
-Speaking of hints, the space boulder event says it's brittle and needs brute force, the intended magic item to equip is the Mighty Amulet, what made you feel like it was the electricity item that was meant to be used (in particular since the electricity item is used to remove another nearby obstacle in the main space map)?
-For the neko vulnerabilities, they're coded to be resistant to Wood (they're actually Wood element themselves and use Wood magic), the student hint is that they're vulnerable to fire, frost (ice), toxins (poison is its own element) and machinery (most basic gun attacks are this).
-The healing items were definitely bugged, will fix them, thank you very much for pointing those out!
-Stat buffing may indeed be too strong, will tone it down a bit. And yes, the boss battle version gets some extra stealth buffs as allies are defeated, probably should make it more visible to make it fairer for the player so they can notice they're stronger than usual.
-I can see the argument that enemies have too much HP, will nerf that too.
Thanks once more, lots of great advice for me to work with!
Dendro. Basic Wood Magic.