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.
