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I finished the demo. Here's my impressions :

  • I liked the art style and music.
  • I liked the combination of dungeon crawling and point& click. That works very well, and unlocking the optional paths or finding the hidden treasures is rather rewarding. The different pointers for different interactions is interesting, as it allows revisiting dungeons with a new power to discover more secrets.
  • I liked less the battles though. The combination of match 3 and shoot'em up doesn't work as well as the combination used for exploration. I think the issue here is that you are forcing the player to do two things at the same time, which is hard by itself.
  • A simplification of the match 3, by removing the chain could make the game a little easier for the player as the match 3 would play quicker. For swapping two feys, you currently need three clicks, while by removing the chain, you would only need two clicks. The chain would be an interesting game mechanic if the battle was turn-based as it allows preserving turns by swapping more than two tiles in a single turn. But here, the game is action-based, with the shoot'em up part that hapens at the same time as matching tiles, so the player should be able to quickly switch between the two modes, and because of this, the player doesn't really have the time to think about chains.
  • For the combo spell, I think I would have prefered spells triggered automatically when thresholds are reached instead of having an extra spell to trigger manually that change with the number of combos. But on the other side, it's also a way to reset the combo timeout. Ideally, the combo spells should be different from the manual spells.
  • I had a lot of difficulties to beat the boss at the end of the forest. This is the first boss with the ability to invoke shapes, and the main issue here is that this boss can easilly submerge the player with shapes due to her ability to turn cursed feys into shapes. At that point of the story, the player only have two characters at its disposal, with very little ways to improve them (outside grinding levels with random battles), and the link between the combometer and the damage inflicted by destroying shapes has also not yet been explained (the page that explains it is found later in the game). I think this boss should be rethought, and the ability to turn cursed feys into shapes be reserved for a later boss.
  • I played the Linux version of the demo. I encoutered two crashes when changing room, but no obvious way to reproduce them. I noted that the game systematically crashes with a segfault when I'm closing it.
  • I'm finishing with a suggestion : add a way to quickly travel between the save rooms, as this avoids to traverse several screens when going back to town from a dungeon. I especially felt I would need this when exploring the last dungeon which contains a save room. I guess that quick travel feature should be limited by the story.

First of all thank you very much! ^^

- About the fights, I suppose that's subjective! I could smplify the match 3 part, but it would lose a lot of what makes them interesting. I love the feeling of being overwhelmed and having to figure out the best course of action as fast as possible, as well as buttons having multiple uses. So these will stay as they are, though I do plan on adding some difficulties option, including potentially one that would make the whole thing somewhat more of a turn based system!

- Having the combo spells trigger automatically would be too strong, and potentially a negative in some cases. For ther same reasons as above and because it's also more tactical, I want them to be triggered by the player! It's not impossible that some spells would be combo only, but no promises there

- The forest boss (and the forest in general) are definitely too tough this early in the game, I agree! The difficulty will be rebalanced in the next major update ^^

- Aw shoot, I've been having reports of mysterious crashes for some people, which might either be a memory issue or because of Game Maker itself. These have been very difficult to identify, I'll do my best to figure these out...! The segfault issue is very strange, that one I hadn't heard of... I'll keep an eye out but I'm not sure I'll be able to do anything about it for the time being. In any case, thank you very much for reporting these!

- And yes, there will be a fast travel option later which will work exactly as you described! It will be unlocked later in the story ^^

Again, thank you very much for taking the time to share your thoughts, it means a lot!

For the battles, I sugest adding keyboard shortcuts (1,2,3,4,5 for spells and q for combo).
 Alternatively posibilyty so skip batlee IF we fight with that witch (with the same lv or smaller). Of course some penalties like smallel exp and 25% chance for one item, should be.

Sorry, having to click the spells is an integral part of the gameplay, so I won't add shortcuts...!

I do plan on reworking he encounter rate / system a bit though, possibly by making it so fights can be skipped if you've already beaten that enemy enough times. There is currently a way to insta destroy lower lvl fights by using the ability obtained in the second town if said enemy is 10 lvl or more below your highest lvl party member (I might lower this to 5 lvl in the future). There are also consumable items with that effect ^^

I remember being overwhelmed by everything in the battle system the first time I played as I was trying to make good combos and focus on only the fei needed for my spells. Shooting up enemies at the same time was simply too much and I often got swarmed with shapes.

After getting used to the system however, I've come to really love the fast paced nature that turns the normally cozy connect three puzzle game into something that's packed with stress and action, decisionmaking is shifted from perfection to reaction and everything feels more like a fight. As soon as I got my mind away from "solving a puzzle" to "a battle with shapes and fei" it became immediately more fun. 

I think people tend to expect a certain pace when they see connect three and have a hard time adapting to the much quicker one that's required. I really like that everything is centralized on the mouse and how some shapes chase the hand while others block where you want to move the hand. It's a neat system where everything fits together so nicely, even though it's a bit much sometimes.

My only complaint about the fighting system would be that I can't figure out some of the witches' attacking moves. At least not to a degree where fighting shapes is anywhere near easy. I like yoyo and orbit the best. There's a lot of control in the way those attack, while keeping some distance to the enemy. Starshooter and Boxing are good too but lack defense if that makes sense. It's not quite easy to deal with certain enemies or a big swarm. Mines are very defensive as the fei grid becomes a relatively save zone as long as you keep chaining feis around, though stationary enemies are very hard to deal with on the fly. Not impossible at all, but with everything going on especially in shapes battles this style becomes very unwieldy. And then there's the fly swatter attack... it feels hard to aim and just breaks if you want to attack faster. While it has great piercing (and area of attack I think?)  I have to pay so much attention to where I move and turn to attack the enemy right before me. I can only barely fight other witches with it, but shapes battles seem to be almost impossible with this.
But overall I really like how natural the strengths and weaknesses of different attack types feels. Each attack has advantages against certain shapes and disadvantages agains others while not hardcoding those by saying "+20% damage against sharks" or something like that. It's something you can find out only by playing around with each style. And maybe someone else doesn't want to play with the yoyo, or super enjoys the flyswatter, and my perceived quality difference is just preference

decisionmaking is shifted from perfection to reaction and everything feels more like a fight. As soon as I got my mind away from "solving a puzzle" to "a battle with shapes and fei" it became immediately more fun. 

That's a really good way to put it actually. This has always seemed obvious to me, so I never even considered that some might still see the fights as a puzzle where you need to figure out the perfect solution, which would cause frustration. Thank you, I might actually use that in a tuto page in the game!

Clarity during the fights has always been an issue, and yeah as you said being aware of what spell your enemy is going to cast next is currently one of the main problems with the fights I have to solve. Since a big announcement in the middle of the screen would get in the way, I've been thinking about adding an SFX that would change depending on the spell category (attack, heal, buff, debuff, special), which would trigger when the spell starts being cast and when it's close to being launched. Maybe change the board's background color could help too... That'll be among the changes I work on for the next version, along with a bunch of QoL more generally ^^

I'm glad you weren't afraid to experiment with the various Heartpowers as well! Each has strengths and weaknesses as you said. Most people have some trouble with the Yoyo and the Mines actually ^^
The Swatter though, that one got improved some time ago but I agree that it still needs more. Actually, just right now, I realized that making the Swatter and Fly follow the Heart might help a lot! It would be a lot easier to track their movement and trigger the splat at the right time if you know to do it when they reach the Heart, which you'll already be looking at, rather than having to keep an eye somewhere else on the screen. Definitely worth experimenting with! Thank ye :B