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(1 edit) (-1)

Ok, writing this as a vent post and a list of everything wrong in this entry:

1- Broken tutorial. On the Lumi path, the first tutorial does not display until the second trial (how usefull), and the second trial does not have any (not needed, but still)

2- First trial for lumi is broken:

the tracker for your size does not update, thus you do not know how many hits you have taken.
The whole puzzle stops being a puzzle in the south side, basically just brute-forcing guesses till the door open (how thought provoking)
You are likely to lose after getting the crystal, as there are 2 mandatory vent you have to pass, cumulating to 3 out of 4 stage, coupled with the bad tracker, making even stepping on 1 vent by accident and immediate loss

3- Second trial for lumi:
I have another post below, but TLDR, the riddle stops making sense after the first one. positions seem almost random, wording is as ambiguous as possible, I have read sphinx riddles that are less convoluted.

For those looking to just get it done, solutions are:
1- K-W-S-D
2- B-K-D-B
3- B-S-K-D
4- W-S-D-K

How and why is the positioning changing like that, I have no idea and ran out of patience for it.

4- Skipping the soup section (Which actually works) the win tracker breaks, not counting afford-mentioned section as a win, so fuck me I guess.

5- Snowball fight is ass. Covers aren't working, image overlaps, making it hard to see if you get hit or not, it's unclear on how to hit your oppenent (Do you throw when they are out of cover or do you need to align against them?)

The oppenent as an aimbot, basically race against the clock, they'll hit you from anywhere, and behind cover, so just stack snowballs and try to hit them as much as possible.

You have managed to take a simple concept into a convoluted unfun mess of badly written instruction and buggy execution, I'm actually impressed.

I usually try not to be this negative, after all negative feedback isn't worth all that much but I need to vent, so here.

Hitama's artwork is what's carrying this entire project and that's it.

Honorable mention to snowball round 3 having a miss-spelled "snowbal.png" causing a crash that can be fixed by either going into the map file and correcting the spelling, or making a duplicate of the snowball sprite with the correct name.

(+1)

There is not much I can add to this other than thank you for the feedback. It is very valuable to us! This was our first project together as a group so we had no team working experience. A lot of mistakes were made. We apologize that the game is such a mess. Sorry.

During this jam we learned a lot. Not just about teamwork, but also game making in general. We hope you try the game again when we release the post-jam update. A lot of things will be changed and fixed.

(+1)

Apologies for the outburst, while your did manage to make me pull some hairs, my "critic" (venting moreso) was still not as constructive as I'd like it to be, so here's something better.

regarding bugfix, without devtools I can't do much, however there are very notable bugs that comes from either carelessness or poor planning, such as the snowball fight. I don't have access to variables, so my knowledge is limited, but the snowball being invisible is entirely the fault of a missing png.

I've taken a look at some of the code, and knowing Hitama's rendering technic for sprite, I'll assume the same issue of your variable not being tied to frame refreshing, which you should do as it'll update the sprites in real and also will not be dependant on triggers to remove unwanted sprites (e.i. Lumi's lack of update in puzzle one, and the first snowball round). It's normally ill advised to render that way for performance issues, but it's faster and shouldn't be to much of an issue on an rpg maker game with static pngs.

For the content itself, I have been too harsh I think. The game does have a fun premise, and that's where my anger mostly came from because of how good it could have been otherwise. The riddle is really just bad, I have no other ways of putting it. It makes too little sense, and pushing statues is just not fun.

The first puzzle was fun, even past the sprite bug, but I still think that these puzzles should overall reward observation and deduction skill better than just running around and brute-forcing solutions. I can't offer advices here, I'm not a genius designer myself, but additional hints or re-worked visual cues should be the way to go in my opinion.

Overall, it's still a rather impressive tech demo and a little reminder that one can do a lot with rpgmaker still, but is severly dragged down by some questionable design choices and mostly entirely broken mecanics.

I once more realise how unfair I was previously, and apologies for it. You still poured time and effort in making something fun for others (which is much more than my complaining), and I shouldn't have been entitled like I was. Keep up the work, and I look forward to future projects from you. Might make a donation at a later date when my finances improve. Good luck and keep your head up.

I could see that in your first comments that you were really frustrated. This is a sign that you really care and want us to succeed. I personally feel like your frustration was warranted as well. Again, thank you so much for your feedback. We really appreciate it!

Keep it up, and good luck