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(+1)

Very hard to find critiques, but since I saw the comment asking for it below, here are the few I can think of: 1)hiding the seeds on the map is sneaky, especially if all must be collected for secret ending and assuming little to no backtrack between chapters & 2)none-character-dialogue-texts that stretches from one side of the screen to the other is bad ergonomics (sounds silly, but I learned this back when I did comp sci). Use up 2/3 of the screen at most to reduce head movement (such as when character faces are present in dialogue boxes). Again, these are stretching for critiques. Overall, it was a fantastic experience that many players who enjoy this genre should consider.  

1) I was thinking about placing the seeds in more obvious places on the dream map instead of just stuck in pots. Like in places the players are more likely to observe or in rooms that they'd explore. 2) I'm actually confused at what you mean by this one. Thank you for giving me feedback. I'll try to make things easier on the player when finding the seeds. The seeds themselves don't unlock a special ending, just bonus content and something else along with it. The only thing that effects the endings are dialog choices. Even with that, the true ending is the main ending and the 'good' and 'bad' endings are the one where you make a high amount of good choices/bad choices.

(+1)

Ahhh okay. That's good to know. As with #2, it's very minor. It's just with how RPG Maker scales the game title to fullscreen, the words stretch and the player is trying to read dialogue from one edge of the screen to the other (for non-character dialogue texts). An over-exaggerated example is like watching a foreign film at the theaters at the front row while trying to read subtitles. Again, not a huge thing that needs to be changed. 

I'll try to figure out a way to make the dialogue less wide for readability. Thank you for the feedback! Don't forget to use the rating button to leave a rating! It helps get my game noticed! ^-^