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(1 edit) (+2)

Hi, thank you for your reply. 

Yes, I understand that a lot of the system in place are basic RPG system and will be refined as time goes. I hope I didn't come across as intrusive to the development of the game. I would love to have back-and-forth discussion on this if you don't mind. Just putting out thoughts as a consumer, so please take my comment with a grain of salt.  

But coming from a perspective of someone who like and used to play a lot of JRPG (same as you through the PS1 era), I expect to see a dramatic story, cool characters, or environment at the beginning of the game to get invested in. If you guys are indeed planning to do a full JRPG for the project, I think making a well-crafted story, with engaging plot, intriguing characters, or cool environment first (just for the beginning part)  would be the utmost priority for what you want to achieve? Implementing the battle, inventory or tutorial system seems to be secondary for the type of game you're aiming.

(+1)

We are always open to feedback and discussion.

Our original plan for the jam version was less story and more fast paced combat. The story grew over time, and now we are reworking a lot to go more RPG. This game is not going to be a full free roam JRPG, as we know just how much additional time it will take to properly build the world for such. We aim to stick with the current, mostly linear, side-scrolling, but adding more to do in the towns, along with optional side quests, random events, and choices that can allow the player to pick their path, among the ones offered.

My partner is a storyteller, and we have a lot we want to do for world-building. A lot of our upcoming todos are related to building out the systems to add more to the world. The new town UI will be adding flavor text to each inn, and we are adding taverns with the ability to chat with random NPCs. We had been focusing on later towns, but I agree with you that the opening could be stronger. We were skipping over the starting town with the new story bits we are currently working on, but you make a good point, and we will be sure to add more to do there as well.

This has me thinking on ways to improve the intro to our story. We've discussed your comments, and can acknowledge that going to a big fight at the camp worked decently for the original design, but may be too much combat too soon for our current direction. We are considering adding a small town between the start and the camp combat, to help with world-building and more smoothly introducing the combat.

The combat is going to expand, which should help it feel more balanced. The original jam theme was "Consume", so the combat was based mainly around consuming the items. We still like the core idea and plan to work with it, but also add more than just eating the item that best matches the Slime's affinities and the enemy's weaknesses. The # of slots is planned to increase as you progress, but we are considering how best to improve the overall feel of combat and its UI. For the fast paced gameplay we wanted to have a smaller number of options that could be quickly clicked to progress combat. With going more RPG, we may switch to popup/sub-menus that give more options without flooding the screen with too much UI at once.

Thanks for your feedback. We appreciate hearing honest feedback from other devs and gamers. Even if we don't always agree with all the feedback, and can't implement everything suggested, we still keep everything we read in mind and consider it when making decisions, while staying true to the core of our vision. This kind of feedback is exactly why we decided to host this jam. We look forward to playing your game in the near future.

(+2)

OK, I will keep your comments in mind with future review. it's good to know the intent of the developers so that the area of feedback can be more focused. If you are planning to do this like once every month, I would love to give some feedback on the feature you specifically just implemented or requested to review. 

Thank you also for hosting this kind of feedback jam thing. I feel we gamedevs are trapped in our own project for too long without any external opinion that it just warp our senses. It's just good to have an outlet for honest and constructive discussion in the early part of creative process.