I like this game. It has lots of high effort put into it. The only thing to really say is the movement could be improved a little bit and improving group fights more to show when a monster is dead would be good.
very polished, very high effort. i like that thanks to the attacks happening at the same time the battles are shorter two things bothered me: the first is that text boxes don't cleanly contain their entire dialogue. it often continues through multiple ones, cutting sentences in half in awkward ways, which makes it annoying to follow. i feel like you tried to contain as much text in every box as possible, but i would have personally made some boxes half empty and add more of them to more cleanly include the entire line of thought in each one of them. the other thing is that i find the lack of diagonal movement extremely rigid. i imagine that this is caused by the overworld being laid out with a grid based system, but from a player perspective it's very annoying trying to move diagonally and not being able to. it almost feels constrained and claustrophobic, forcing players to move in a zig zag pattern when required.
Thanks for trying it and pointing out the issues. Dialogue spacing was on my backlog, I was trying to make it cut after 3 lines of text but obviously that was lazy. This made me get off my ass and use better spacing so thanks.
I cut diagonal movement a while ago because of jittering issues with the followers that I couldn't fix at the time and it looked really BAD imo, I'll have to review that for the full game, aside from the jittering I see no reason why I couldn't add diagonal movement.
Its significantly harder for me than Pokemon. Pokemon has this momentum where you are pretty strong from the start (with almost no mechanics) and your group grows nicely while teaching you more stuff until you reach some tough enemies that you need to grind for. It also has this thing where your starter mon has some abilities that KOs enemie with 2-3 shots. This game made me die on the first opponent twice lmao. Once i got the hang of it, i often had 2-3 enemies at once with only my little fire dragon at my side. Those cricket like enemies for instance took a lot of damage which made the momentum really vanish as it took a lot of spamming the same attacks again and again. I probably missed something to get into the flow of the game.
Some little things i noticed:
Going to the town market and choosing the Buy option makes the guy ask what the player wants to sell. This made me go back to the Sell option which says the same thing.
There are menus where the mouse doesn't do much. At the start i thought its nice i can play with keyboard and mouse so this was a bit weird. Specifically looking at the beastiary in the camp only a bunch of buttons can be used with the mouse. I thought hovering/clicking on different monsters would work, but it doesnt.
Group fights become a bit confusing when one enemy is dead. I fought 2 Scaratheons, killed one and it almost looked identical to the one thats still fighting. Maybe muting their colors, greying them out a bit or making them slightly transparent can signify them being out combat more?
Thanks a bunch for playing and for the detailed feedback. I recon the game should be a bit more difficult than pokemon since it takes after digimon world games instead but the first battles during the tutorial should have 100% win rate, worth changing.
Will get the shop and mouse issues fixed. Btw, great suggestion to add a grey shade to fainted mons planning to add that too.
the first battles during the tutorial should have 100% win rate
To be transparent here, i skipped the tutorial lol. The masked chick was a bit tough with the dragon. I could get the fire attack off easily but i dont think it did much damage, the other attack always led to a tie. Maybe i should check out the tutorial next time.
Well in that case I'll still want to review progression. Right now the tutorial also gives you a "free" extra skill to show the camping and training mechanics. Traits and skills are randomly given when training or battling a foe with a similar skill tree but I'm moving away from the random approach to make skills tied to "stat" experience so you'll see a progression bar and it will be a bit more intuitive.
I also think that somehow making the tutorial optional makes it sound like "I'm a sign not a cop do whatever you want" but its meant for players who would think of the tutorials as too hand holdy so idk if I should just make it default during the first playthrough.
Comments
I like this game. It has lots of high effort put into it. The only thing to really say is the movement could be improved a little bit and improving group fights more to show when a monster is dead would be good.
good stuff
very polished, very high effort.
i like that thanks to the attacks happening at the same time the battles are shorter
two things bothered me:
the first is that text boxes don't cleanly contain their entire dialogue. it often continues through multiple ones, cutting sentences in half in awkward ways, which makes it annoying to follow. i feel like you tried to contain as much text in every box as possible, but i would have personally made some boxes half empty and add more of them to more cleanly include the entire line of thought in each one of them.
the other thing is that i find the lack of diagonal movement extremely rigid. i imagine that this is caused by the overworld being laid out with a grid based system, but from a player perspective it's very annoying trying to move diagonally and not being able to. it almost feels constrained and claustrophobic, forcing players to move in a zig zag pattern when required.
Thanks for trying it and pointing out the issues. Dialogue spacing was on my backlog, I was trying to make it cut after 3 lines of text but obviously that was lazy. This made me get off my ass and use better spacing so thanks.
I cut diagonal movement a while ago because of jittering issues with the followers that I couldn't fix at the time and it looked really BAD imo, I'll have to review that for the full game, aside from the jittering I see no reason why I couldn't add diagonal movement.
This game is really polished and looks amazing!
Its significantly harder for me than Pokemon. Pokemon has this momentum where you are pretty strong from the start (with almost no mechanics) and your group grows nicely while teaching you more stuff until you reach some tough enemies that you need to grind for. It also has this thing where your starter mon has some abilities that KOs enemie with 2-3 shots. This game made me die on the first opponent twice lmao. Once i got the hang of it, i often had 2-3 enemies at once with only my little fire dragon at my side. Those cricket like enemies for instance took a lot of damage which made the momentum really vanish as it took a lot of spamming the same attacks again and again. I probably missed something to get into the flow of the game.
Some little things i noticed:
Thanks a bunch for playing and for the detailed feedback. I recon the game should be a bit more difficult than pokemon since it takes after digimon world games instead but the first battles during the tutorial should have 100% win rate, worth changing.
Will get the shop and mouse issues fixed. Btw, great suggestion to add a grey shade to fainted mons planning to add that too.
To be transparent here, i skipped the tutorial lol. The masked chick was a bit tough with the dragon. I could get the fire attack off easily but i dont think it did much damage, the other attack always led to a tie. Maybe i should check out the tutorial next time.
Well in that case I'll still want to review progression. Right now the tutorial also gives you a "free" extra skill to show the camping and training mechanics. Traits and skills are randomly given when training or battling a foe with a similar skill tree but I'm moving away from the random approach to make skills tied to "stat" experience so you'll see a progression bar and it will be a bit more intuitive.
I also think that somehow making the tutorial optional makes it sound like "I'm a sign not a cop do whatever you want" but its meant for players who would think of the tutorials as too hand holdy so idk if I should just make it default during the first playthrough.
Very deep. I with window was resizeable. Too smoll at 4k
Good thinking, will add bigger resolutions next build.