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SlumberNapped

The quirky side-scrolling card-collecting turn-based RPG ! · By Kappawumpus

General Comments Sticky

A topic by Kappawumpus created 14 days ago Views: 120 Replies: 6
Viewing posts 1 to 5
Developer

Hey Iv'e upgraded the comments to a community section. I didn't realize it would delete all the previous comments when I did. Anyways Be cool, be chill. I figured this is better in the long run for me to chat with you all about the game.

I'll "put my comment back" for you.
I like the fact that the game includes Xbox plug-and-play support, but not in a way that bleeds out into generic controllers.
As a result, the game isn't merely compatible with 1 or 2 controllers - the correct number is more like 500.
There isn't a way to switch to an "actual move mode" where I'll see the actual names of moves, rather than Xbox button images. But...... I can get by.

Developer

Thanks for the repost. My original concern with the way a lot of games do Xinput support ( like disabling other input if you have a controller plugged in ) was maintaining a high level of accessibility and choice in how the game was controlled. One of the things on my eventual to-do list is allowing players to change the button prompt images. I'll consider letting people customize it more and even remap; letting them have a custom label isn't out of the question.

Button image prompts are far more valuable than a remapper.

(-1)

this game feels very early 2010's indie game (earthbound inspired rpg , pixel art , millennial humor..) not a negative just an observation 

ether way excellent demo

Great demo, I really enjoyed it. It's obviously Mother inspired but the environments and battle system make it feel unique. I really like the movement and how battles can be avoided. The battle system is fun, and I like that enemies have unique attacks and action meter sprites.

The only gripe I have with this game is the humor. The enemy dialogue is great, but everything else falls completely flat. The worst offender was the opening scene with the protagonist falling. The first half was super well done and set the tone for the game very well, but the "convenient distance" text and the First Dream's dialogue totally clashes with everything that comes before it. I honestly think it would be worth rewriting that section to be a bit more serious.

(2 edits)

This is great! I'm truly blown away by the art direction especially, including the UI. Top notch. The game does a great job of making each enemy feel charming and unique. I think the battle system has a good blend of mechanics that give it a unique flavour and make it more engaging than a traditional turn-based system without becoming overly complicated.


A few little (mostly nitpicky) things I noticed while playing:

  • Typos during battle tutorial: "...Anime protagonists where..." -> "...anime protagonists were..." 
  • "You're definatly ready..." -> "You're definitely ready..."
  • "Menue option" -> "Menu option"
  • There are additionally quite a few instances of random and inconsistent capitalization. Maybe this is intentional but I thought I'd mention it if not.
  • Debug data is sometimes visible to the player at the top left of the screen (like during name input)
  • Dad tells you to select "Act" but the act option isn't actually labelled, it's an icon of a card
  • The main menu screen is currently missing a quit option.
  • I found the control layout pretty confusing and cumbersome on keyboard.
  • Jumping feels off. I float up and then slam down as if gravity suddenly doubles on me when I reach the height of my jump. In my opinion, the game currently doesn't benefit from the platforming sections. I just wanted to get into battles and talk to NPCs.

Can't wait to see more in the future!