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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This was an interesting concept. I first thought I was going to be playing both the hero and priest but it turned out nope, I'm only the priest. It's also a very funny game, which lends itself well to streaming.

The first thing I want to cover for feedback is just a little oddity I noticed. When you're starting a new run, the priest's sprite seems to be at a layer above the hero. However, once the player changes areas this reverts to having the priest be a layer behind the hero. This is observable by the priest's staff, which will animate over the hero in the first area of a new run and then go behind once changing areas. Not a really big deal, but just one of those small polish things. Obviously, I assume it's supposed to go behind.

In terms of feedback, I think my biggest issue was how slow it can be to progress. The troll you encounter does a lot of damage, demanding a lot of the player. However, between MP usage prior to this fight and the limited MP pool (and the fact that you can't get two MP potions from the goblin shop as it triggers the bathroom ending), it feels like you need a LOT of upgrades to get past this fight. Even if you get three endings and go for saving the princess, you get a similar problem with the treant. I know it tells me to try talking to enemies but I also feel like that's something you can only attempt when you're in a very good position (where the hero has a lot of HP and you have a lot of MP), as if it doesn't work then your recourse is to fight and you just wasted a turn.

One thing I'd also recommend is that each upgrade does more than one improvement. To explain what I mean, I'll refer to the starting spell: Heal. When you upgrade it, it improves the healing but retains the MP cost. Having the MP cost drop a little would make the upgrade even more valuable. It doesn't need to be a lot, either; maybe a total fo 5 MP between both upgrades? While I didn't improve any of the spells that work over multiple turns, given that it only lists additional turns as the upgrade then I assume it only does that. For example, the regen spell could see the amount healed increased, while the shield spell could see the damage reduction improve. Either of these could also do an MP reduction instead if you want. Again, it doesn't need to be a lot. It just needs to allow the player to be capable of not getting stuck on two specific enemies for, like, 6+ runs.

I would also be remiss if I didn't say that someone in my chat was very against the fact that we were killing goblins. They were quite upset by it.

That's all from me! I hope to see more of this!

Hey there! Thanks for playing my game and for the feedback! Are you planning to upload it to YouTube? I’d love to check out your playthrough.

Regarding the hero’s sprite, I’ll be checking it. I did notice it in some cases but didn’t really pay much attention to it. Still, if people are noticing it, then I should fix it.

About combat, I plan to make some adjustments to enemy stats, XP and gold gained, and item prices. This should make things a bit easier at the beginning of the game. I’ve noticed some players having trouble with stronger enemies. My idea was for players to focus on exploration and trying to get different endings, while stronger enemies act as a sort of barrier. As players grow stronger, more exploration options open up.

I haven’t adjusted MP consumption, since after reaching 13 endings you gain the ability to permanently increase the Priest’s MP, making MP management easier. You also increase the Hero’s HP and damage, which makes combat much easier later on. As for buffs that last over several turns such as defense or regen, increasing their duration is more useful than it seems. It allows you to manage MP better and heal it with Meditate instead of constantly refreshing buffs and wasting both MP and turns.

Now, about the most important topic: killing goblins. I’m sorry to say I won’t be changing that. Since they are the first enemy in both demo paths, there are going to be a lot of dead goblins. :)

Again, thanks for playing and for your feedback. I’ll take everything into account while also seeing how other people play the game.