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Three things I liked about this game:

  1. This is probably the best-looking 3D RPG Maker game I have ever played. The movement is smooth and snappy, and the Etrian Odyssey-like gameplay fits the format well. Also, the pause menu animation is amazing.
  2. 6 party members was a surprise, and I probably should have taken advantage of it more. It's clearly balanced for that, too; I tried going in alone and died. I had a party of 4 for my playthrough and did fine until the very end.
  3. I like that the basic enemy can split after it takes enough damage. It keeps the battle interesting.

Three things I did not like:

  1. There's something about how the maps are made that it feels like I'm always standing off to the side, like I'm not quite centered. It's offputting and made moving a little tricky.
  2. There is only 1 enemy type that roams around the dungeon, and one different one in a specific area. The lack of enemy variety bored me. I know this is an early version, but it is something that should be addressed in future versions.
  3. It's apparent from the writing that English is not your first language, and the characters are pretty flat. Characters that grow as the story progresses, as well as someone checking the spelling and grammar, would be a huge upgrade here.

Be sure to always consider what a player can do at any given time, not just what they should do. If they are not supposed to run into the cave alone, make sure to either prevent it or warn them that they are doing something unwise.

Thank you for playing!

Yeah, I only focused on technical stuff in this build. Even the cutscenes are focused on the technical stuff. But I get your point. I may have someone else to make the dialogue and proofread the game. 

While we have planned multiple type of enemies, we can only implement the slimes with the remaining jam time. Even the mimic in this build technically  just a slime reskin with less attack variant. Making the custom battle system and pause menu took a lot longer than expected. 

Dying in the cave alone actually give strategic purpose since you got more money when respawned. Your equipment and item won't be reset and It also refills the chest on the dungeon. Besides, I want the player learns stuff in the game by experiencing it first hand, wise or unwise. It fits more with the themes I had in mind. That being said, I think the warning could work. Thanks for the tip!