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Hello, Mayshing here, co-host of FeedBackQuest, your game caught my attention with the pretty illustrative quality (being an artist myself, I appreciate those efforts) I archived my playthru. The work is quite polished, it's kind of getting up-there to compete with the AA titles, then it's going to require you to make your art as polished as they are and remove some of the sketchier quality stuff. I would say that would be a good consideration. The game play, game flow is excellent and really enjoyable. All the hints, reminders are easily accessible which is really appreciated. 

Honestly not much to nit-pick on this game, it's solid as it is, I would say get the demo to give alittle more would really hook people, half an hour is decent but felt like I only did half an hour of tutorial. lol WELL done tutorial stages nevertheless! I also spent half an hour trying to determine what kind of pairings we are having in the story. Successful characters. lol 

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Thank you so much, Mayshing!! This is Tonic, the artist/writer of our team, and I'm so glad you enjoyed the demo! It's really great to hear your opinions as a fellow artist, and I agree about cleaning up some of the art... As you know, it just takes so much time, that if I truly polish the art to be as clean as I want, it will be 5 years later and nothing else will be finished!! ๐Ÿ˜‚ Haha. But I definitely plan on doing that! Thank you for all your kind compliments on the artwork and characters ๐Ÿ’™๐Ÿ’š๐Ÿ’œ Your "INFJ game" comments struck deeply lol

I am really glad the gameplay instructions and hints made things enjoyable for you! After Chapter 1, we have "difficulties" available for Story Mode that will allow players of all kinds to select their own pace. Including one where all enemies only do 1 damage (so players can focus more on the Story if they wish).

It is true that the entire first area is basically a big "tutorial!" Because most of the story set up happens in Chapter 1, there's already a lot more writing than in later chapters... So I didn't want to overwhelm by adding too many stages on top of that. But in the future, we are thinking about adding Chapter 2 to the demo as well! ๐Ÿค” So that will have more of the normal gameplay ratio.

About the pairings... I really loved hearing you guess about the character genders, hahaha!! I wanted all of the designs to look androgynous, so I'm glad that succeeded. And "boys love production" made me laugh SO much ๐Ÿคฃ I feel it still does have boys love energy, even if Weapon is a woman... ๐Ÿฅฒ Regardless, they will all get up to even more trouble soon ๐Ÿ’•

Lastly, in your video, you mentioned wondering what I used for animating the characters! I wanted to let you know, it was Unity 2D's "spine" module. I watched this video to learn the basics. But it's actually pretty intuitive once you get in there! In my experience, the key is making sure the .psb you export has all the layers exactly the size you want them... It's a gigantic pain to switch them out. I've erased hours of work more times than I want to admit!

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Your plan sounds good. Yeah scope control is important, get the game done first then polish, art too  is one of those things. Keep up the great work! Yeah I was thinking either spine or live2D it has that look. I learned Weapon is a woman late in the demo. lol~ I figured the intent was for her to feel somewhere in the middle, glad to see a woman character like that.