This game is simple and straightforward. Here are the things I liked:
- The game is short and to-the-point
- The transformation sequence is cool. Lots of custom art and shows what happened well.
- The contrast between color/non-color served to further highlight Seri's and her animal companion's difference from the rest of the world
- Dialog does double duty by introducing the player to the world and the game's mechanics without being an overwhelming wall of text (though it does go a bit long sometimes)
- While front-view battle systems are nothing new, I liked the way this one is presented. The animated faces for Seri made the battles more lively than a standard front-view battle, and the fact that the enemies move around as well keeps battles looking interesting.
- The number of turns battles take are just right; not too long, not too short
- Placing the restored coworkers below the player means I didn't get stuck in corridors. While this did mean I had to do some extra work to interact with the coworkers after the battles, they were just flavor text so it's not a big deal.
I do have some criticisms as well:
- The fact that Hope heals as well as reduces incoming damage makes the Heal skill redundant
- Bosses are a little too strong. I'm not against an enemy that poses an actual threat and can kill me if I use the wrong moves at the wrong time, the fact that I can die just because the boss does their strongest attack too many times in a row is a problem.
- The passages to the other rooms on the sides are not indicated in any way. If you want the sides of rooms to lead to other rooms, I've seen some clever tricks by other devs, such as adding some shading or carpet to the tile that transitions to the next room or an arrow pointing in the direction on the outside of the map. A sign hanging on the wall just before the next room that says "Break room: left" would work in a setting like this, too.
The limited move set is kind of a mixed bag. I liked it because I didn't have to read through a bunch of skills to figure out which ones were for what purpose (or are useless), but it also meant I just spammed Reflect most of the time. The boss battles added in the need to use Hope, but it just wasn't enough variety after the first boss.
I am also mixed on my feelings about the text that appears after each attack. If it were to indicate what the enemy was about to do next, it could be a cool part of a system that would allow the player to plan their next move accordingly; right now it only seems to be flavor text that slows down the progress of the battle.
This has been mentioned before, but there are some tile passability issues with the papers in the office on the tables:
Ultimately I feel that this is a good game jam game. It has its flaws, but it's still a fun, quick experience. I look forward to seeing your next project!
I noticed that you want to have grammar errors and typos pointed out. I found a number of them, and in the interest of not making this comment even longer than it already is, would you mind if I sent it to you in a document file? If so, where can I send it?
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