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First Impressions Sticky

A topic by forview created May 21, 2025 Views: 183 Replies: 10
Viewing posts 1 to 6
Developer

Leave 'em here if you like!

Well, there's definitely a screen and home menus to go through, but I couldn't click on any of the name places or seem to find anything to do with my team- no patrol buttons or owt

Developer

I think nobody realizes the giant sketch in the apartment is a button. Not their fault, I'll make it look more buttony next time.

Ahhh yes that was not so clear. Having clicked it though and clicking through patrols and the like, I think maybe you have something here but I'm not sure on the current execution just because the impact of the turn-based choices isn't currently exciting (and likely won't be until/unless animations pick up) and it feels like the narrative bits of the attack-effects are going to get skimmed by fairly quickly and will only be read through the first time around.

Maybe there's some solutions though; perhaps it could be done a bit more like Unicorn Overlord as an autobattler on the patrols, or the less health the enemies/chars have the less clothes/the sexier they look. Who Nose. You're the gamedev! Looking forward to what you do. :)

Developer

I want the system to be lightweight but still have room to plan, but I definitely think I'll need to redo bits. I don't know if animations can ever be anythings besides additional particle effects, sprites, and some tilting: drawing the characters and all their costumes in motion would be ridiculously difficult.

I'm not real sold on the game as a concept, I mostly wanted to see if Godot could work. Answer: kiiiinda.

I think this is still a bit too bare-bones for me to find the fun yet, but I suppose that's no surprise when it's still mostly just the basic mechanics :)

I think nobody realizes the giant sketch in the apartment is a button.

I did, but it was half at random :P

Some more or less random notes
- I don't understand how the fan and circles in the bottom left work at all. Enemy actions are also very .. mysterious. The concern I expressed before about how far the action buttons and the fan are from each other was unfounded though. Didn't bother me at all.
- Home --> Apartment --> Exit is a bit unintuitive. Might be good to have an exit option in the main Home view.
- Enemy action descriptions go past too fast for me to read them.

Bugs? 
- More than 2 witches in the party and they go off the screen. 
- Witch's buffet ability - hover over the buttons and move cursor away and back --> target selections change seemingly at random.
- Rynne was at 0 --> in the next fight a witch heal targeted her --> back to life but still greyed out.
- Mylix able to use Wink while at 0.
- No option to launder money so can't level up Mylix? Or at least the thing that seems like it would be for that doesn't do anything, even after discussing the topic.

Developer

Yeah, it's actually very well thought out, source: trust me bro.

The basic idea is that these are social situations so there is a core situation - for example, a threatening situation - and then there are moment-to-moment opportunities - for example, to bring up money or sex appeal in a threatening situation.

If you do two moment-to-moment opportunities that match back to back, they change the core mood. And you can reorder the moment-to-moment opportunities, so it's sometimes quite possible to choose whether to change moods or not.

I think it has SOME promise, but it clearly needs reworking. I'm thinking maybe just three things instead of five, and maybe the enemy actions are always simply locked to the current mood rather than having moment-to-moment opportunities for them.

Hm.. ok, that makes more sense. I still don't know what the moods mean :) but I can see how different interactions in a core social situation like that could change the mood and afford different opportunities to affect people. If the idea is that combat is basically about navigating social situations in a way that gives you the advantage, I could see controlling the mood being a part of how that's expressed. There could be some depth to the concept too, with things like enemies who are just oblivious to the general vibe and stuck in their own mood, and basic enemies that don't intentionally control the mood and boss level ones that do... Buuut I have no idea if you were thinking anything like that at all :P

Developer

Pretty much, yeah.

Seems interesting but im not sure whats going on i did a couple battles. Either way keep at it seems cool

Developer

Thanks, seems godot works