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Hi Midnight Spire Games,

Thank you for playing and not only completing the demo (in a fairly impressive time, I might add) but also filling out the feedback form. Super helpful data to have! And there are a lot of good observations as well as stuff I can do a better job at communicating.

  • I forgot to check the Windows box when uploading a previous build. Easy fix / already done! Incidentally, good tip about the itch client as well.
  • Things do open up a bit later, though I'd say the first act is fairly linear. One compromise I've considered is to allow players to step into the Chapter 2 / 3 dungeons as soon as they access the world map, though it would require arbitrarily blocking off the critical story sections until they are intended to be explored (E.G. the old "guards blocking the rest of the dungeon" trope). Some players may find this less fulfilling than simply not being able to go to those locations, so I'll need to weigh the options.
  • I hope it won't be too disappointing that the split segments do return at least a few more times. Though, certain chapters do predominantly (if not entirely) feature a full, 4-person team.
  • Much appreciated! Improving my writing is one of the goals of this project, and I still have a ways to go!
  • Good point. I drew Spark's battle sprites to match his map appearance, but the other characters have larger, more detailed sprites in combat, so I can easily justify that on the basis of consistency.
  • The Free Turn Battle system isn't for everyone, but I am glad to hear I was at least able to mitigate some of the pain points and make it reasonably serviceable.
  • Fair point. I've gone back and forth about enabling an option to display a prompt or something when standing next to a "hidden" item - it depends on how much similar feedback I receive.
  • Good catch on that mis labeled name box! Fixed for the next build.
  • Adding appropriate glyphs for gamepads of all types is on my backlog. Thanks for letting me know so I can bump up that issue in the priority list. In the meantime I can put more informative labels on the control re-mapping options.
  • I think a couple players were stymied by the torch puzzle, so far. I'll brighten up the torches or otherwise make them more visible.
  • Not defaulting to a selection for certain menus was intentional to prevent overzealous mashing, but I can see the inconsistency being more annoying than just having to be more careful in the menu. Will ponder that further.
  • I think I know where that dialog line is. Thanks!
  • Will look into a more "moderate" animation speed value between normal speed and the various flavors of "super fast" currently available.
  • The party does move around somewhat frequently, though I think it is only implied once or twice from some of Estelle's dialog. While some NPCs reference the southern half of the continent being dangerous / inhabited by powerful monsters, that may seem more like a warning to the player rather than a justification for the party avoiding the region. Noted!
  • I can see why that shift to blaming the Empire by name might seem jarring. From the characters' perspectives, there was always suspicion of an external force behind the coup, but I don't think that was explicitly stated. So that's something I can foreshadow better.
  • Ah yes, that math bug has vexed me for some time, I really need to dig into the code to figure it out at some point!

I'll let you know once I've had a chance to check out Minerva Labyrinth.

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I forgot to check the Windows box when uploading a previous build. Easy fix / already done! Incidentally, good tip about the itch client as well.

Have you tried the Butler tool?  I find it very helpful for dealing with uploads, and it also enables auto-patching for the client.

Things do open up a bit later, though I'd say the first act is fairly linear. One compromise I've considered is to allow players to step into the Chapter 2 / 3 dungeons as soon as they access the world map, though it would require arbitrarily blocking off the critical story sections until they are intended to be explored (E.G. the old "guards blocking the rest of the dungeon" trope). Some players may find this less fulfilling than simply not being able to go to those locations, so I'll need to weigh the options.

One thing that I would have liked in chapter 2 that would help here would be the option to continue playing each sub-chapter after defeating the boss.  It could end after returning to rebel HQ, with an option after the boss to return there immediately or stay put.  This would allow time to collect any remaining treasures or poke around the world map before moving on, if desired.

Not defaulting to a selection for certain menus was intentional to prevent overzealous mashing, but I can see the inconsistency being more annoying than just having to be more careful in the menu. Will ponder that further.

To me it feels like a bug, but that might just be me; in Unity or Godot, having no GUI element focused would just break the menu navigation, but I can see that that's not a problem in RPG Maker.  What I typically do is just highlight the "cancel" option by default, though I have also seen games grey out the selections for a second or two when popping up a selection box (although, I think that's OK for warning/tutorial type boxes, but probably more annoying than helpful for gameplay selections).

The party does move around somewhat frequently, though I think it is only implied once or twice from some of Estelle's dialog. While some NPCs reference the southern half of the continent being dangerous / inhabited by powerful monsters, that may seem more like a warning to the player rather than a justification for the party avoiding the region. Noted!

Yeah - I would definitely expect them to be moving around, and I don't think that needs to be made explicit, but with how cautious Estelle has apparently been playing things, moving to the forest in the castle's back yard seems like a riskier move than she would want to make.  It's not a big deal, really, it just stuck out to me a bit.  In my head I just hand-waved it as RPG logic, and of course time and distance are kind of abstracted away on an RPG world map.

I can see why that shift to blaming the Empire by name might seem jarring. From the characters' perspectives, there was always suspicion of an external force behind the coup, but I don't think that was explicitly stated. So that's something I can foreshadow better.

I don't recall if that was mentioned prior to that point or not, but it was definitely made clear that the invaders had a lot of intel that they shouldn't.  This was implied at the end of chapter 2 to have come from Roderick, who I believe was the commander they were looking for during the prologue, and who had apparently been identified as the traitor at some point between then and now.  So, if I understand correctly:

  • The main characters suspect an external force, but do not know about the Empire specifically.
  • Discovery of the information at the mayor's house confirms these suspicions and lays the blame on the Empire (I can't recall if those specific dots were connected there, sorry).
  • The people of the continent in general also do not know about the Empire.  Aside from simply not being mentioned, this is probably most strongly implied by Ellory's comment about the "people at the castle" leaving the villagers to fend for themselves, though it isn't clear here whether they meant the royal army or the invaders (this may have been intentionally ambiguous).
  • The rebels may or may not know about the Empire already.  This isn't stated one way or another, but they definitely know about it by the time the party meets with them (presumably informed by Franco if they didn't already know).
  • With new information, the Empire is now known to the entire cast as the foreign power behind the coup.

Do I have that right?  If so, it's mainly the last two points that are glossed over.  The impression that I got overall was that the Empire was already well-known to everyone except the player, but that the protagonists were surprised that the Empire had an army, which doesn't make sense.  I don't think this necessarily needs more foreshadowing, but maybe a line or two after the harpy fight and/or when meeting Stefan would clarify where everyone stands.

This reminds me of one other thing, which is that I believe Darren reported that the Empire had already been to the ruins north of town before he got there.  Was there a clue that I missed or am not remembering where he discovered that?

(Apologies if some of this really should have been obvious, there was just a fair bit to absorb and of course, I can't easily reread it to see if I overlooked things.)

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Hmmm! I have never tried the Butler tool. While I mostly use itch.io for jams nowadays, it's always welcome to find new ways to streamline things.

I was on the fence about offering an option to stick around and explore after each split section, but I can see the appeal. Especially since a couple players have now beaten the boss before tackling that second book puzzle (one of them even re-loaded to finish exploring!)

I'm not super keen on selecting "cancel" as the default for the same reason I didn't want to default to the top item in the list; though that may be a case for discouraging players to mash through those choice windows to begin with.

True! Distance is relative in RPGs, and the scale of the world map can be deceptive. I'll still keep an eye out for similar feedback.

Your synopsis is spot-on! I think there are a few scenarios where the cast makes assumptions based off of limited info, and they are not always correct, which to me is part of the fun in figuring out the plot! (Not implying they're wrong in this case, for clarity). I can definitely improve how this is conveyed so it doesn't seem like an unintentional omission. Darren's assumptions about the Empire finding the cave first were based off of what Krell tells him, but they may or may not be similarly flawed.

No need at all for apologies, by the way! Your observations have been great, and I am not afraid to do some extra legwork to dig up additional details as needed. This has all been super helpful!

Thanks again!

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I also beat Krell without finishing the book puzzle (I'm missing some of the books) and I don't think I found whatever the switch on the goddess statue opened, either, since I'm still missing a secret; if it was not the end of the demo anyway, I would probably have also reloaded the game to finish up there, unless chapter 3 let me return immediately.  Since it tells you how many secrets are left when you find one, is there a way to check?

There's one more thing that I thought of that is bothering me, which is that if I'm not mistaken, the harpy said that they would capture "the blue-haired ones" (plural) alive and kill the others, but only Lunara has blue hair.  Did it intend to capture Darren?  Maybe it was actually singular and my brain just filled that in; in my brain, the harpy was talking about both of them, and I didn't think about his actual hair color until later.  (I like the inverse color schemes for the two of them, by the way.)

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At present there is not any way to check secret counts for a given area, though I have that planned as part of an "Atlas" (companion to the Bestiary) that will show a variety of map  info, such as treasures, secrets, etc.

You're right about the Harpy's dialog! I'll probably change that line to "dark-haired" or something along those lines, since it doesn't quite make sense with the character's color schemes (I also like having the siblings' color schemes inverted, so that definitely won't change!)

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I forgot to mention that when I launch the game, I get this error very briefly.  It disappears immediately when the game finishes launching and doesn't seem to cause a problem, but I don't know what it means or if it's a problem on my end.

(EDIT: I've been told that this is just a thing that RPG Maker does.)

Ah yes that is a known RPG Maker thing. I am guessing one of the other RM games in the FQ8 lineup has a newer version of nw.js (to confirm, it doesn't have any negative side effects, just the annoying message). I recall there being a workaround and will look into it further for the next build. Thanks!