(oh gosh long post incoming)
Enter the digital space! A game reminiscent of classic JRPGs like Persona or Final Fantasy. At first the characters felt like OCs, but I grew to actually really like them. I'm curious why Furro isn't technology based, but that could be intrigue. They each feel distinct (heavy hitter, a nostorafu/self healer, guardian), have this cartoony feel (was anchoring to My Life as a Teenage Robot and Cyberchase intentional? Vibes), the names and ability names (punch -> double punch?) fit well, and after a few battles, you get the intuition of who to use when. The enemy designs are great too each with clear intentions like the soft deer, the stun eels, the giant tank gun horn, give the appropriate feel when combined with their low damage, stun, and big freaking damage stun mechanics. Speaking of, the game has surprisingly tightly and well designed mechanics. Every ability did eventually have a use, but more importantly there's a good incentive to normal attack when you don't need to spin wheel, want to save AP for a specific ability, or save AP for a crit with that same ability. Plus, it's really satisfying to chain complete wheels after turns of setting up. We can plan around the order of characters before completing each, which is more satisfying since it feels like I'm getting my 4 AP ability one use ability for free. On my second run through it went way faster while still keeping nuanced abilities. Finally, the UI looks slick at a glance. By the end (level 8 for me), I was mostly focus on trying to get every enemy's wheel almost full and ordering character actions, adjusting based on who needs to go last.
Constructive Criticism:
1) There's a huge UI / Mechanical issue blend that I'll try to condense down. Primarily, there are 5 different regions across the screen I have to focus on at once. I have to look at which enemies have which wheel states and health, which enemy I'm targeting, which ability I'm using, which character I'm using, and how much health and AP each character has. My eyes are jumping everywhere, OK this seems like a good target, ok attacking them now, ok I'll use this ability, wait do I need to use another character first because I'm on low health, wait can I use another character first like the guardian to redirect, wait do I need to reconsider my enemy now, etc. The end result is I'm absolutely exhausted after a few turns. Maybe experiment with methods of chunking the mechanics, where you only need to think about 2-3 things at a time, like splitting into offense/defense phase.
2) I'd argue this is compounded by various UI issues that maybe benefits from placing related info closer together. Between each region there's a different layout (soft wheel vs. jagged abilities) and color-scheme (fusia wheel, blue abilities, white stats). I have to translate matching the character to their wheel icon (maybe place health and icon next to abilities). Red targeting outline blends into the purple too well, where associating your attack as the cause of the red outline is not natural (maybe line on the ground indicating your character attacking opponent). Even after learning, I kept thinking the character closest to the screen was the character I was using (on the left), but I was actually using the middle character (center). It's a focus-on-the-largest-thing-that's-blocking-other-things issue. Having the enemy attack on the same wheel that the player uses to get extra turns mis-associates them, like how a spinner has a little triangle indicating where it lands. The red AP being missing AP instead of it's own resource, which it looks like as it fills from right to left instead of like the text left to right, and not showing max AP in the stats area is confusing. Placing the stats so far away it's its own region is adds tracking complexity.
3) As for more obvious discrepancies: Add a 'press space to start' text I was spamming my keyboard. Players and enemies sprites have drastically different qualities (I imagine this is temporary. Everything feels really still. A dynamic camera might really help, like Persona. Later, I realized that having it still helps to think about problems, but it feels unpolished so maybe experiment. I feel like I read the wheel as if the next character will the the one clockwise, but it's actually counterclockwise, whoops.
4) I'd highly recommend investing in a strong tutorial if you continue with this project (for big dum dums like me).
Here were some of my questions
- Who am I targeting? Why can I target before I choose my ability? Who do I use first? Without abilities these all seem the same
- How do I get AP? Where's my red AP? Why is this ability still available? OH you gain AP every turn. I assumed I'd get some by using an ability. What's my max AP?
- Welp, I killed pineapple. How do I get them back? (literally even if the recovery ability was right there)
- How does pineapple bite? In his hand, is it a book or a chomper thing?
- Will killing lose me the extra turn? Ah, killing enemy loses me the wheel if I don't get the extra turn. Whoops
4) I suspect that if everything was magically fixed, there would be a pacing issue as it's mostly player phased and enemy abilities can't interfere in a way you couldn't plan around. Hopefully that's not the case! It's so slow to chain wheels if all enemies need one character. Some way of changing the enemy wheel would be cool. Also, you're actually screwed if one of your characters die, can't complete wheels.
5) I wish I had a greater reason to care about what enemies looked like. I now appreciate Persona's hidden elemental design a bit more now, since I have to look at the enemy to think about what they may be weak against.
Anyways, hopefully this is helpful because I've really struggled with this myself. Well done!
BUG: If you revive with recovery, that unit can't act anymore with spacebar and you get softlocked (hence the reset)