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(+1)

Dude this is awesome! Kinda convoluted and the prototype being text based does not help but eventually it clicks and becomes very enjoyable. Managed to beat the boss first try just by spamming striker cause big damage numbers = good and everything else is for strategic nerds. Probably got very lucky with enemies not targeting him though so I had no reason to waste turn economy on healing too much (only did it once to test). Was funny how the window just closed after a win though haha.

TBH not sure if the whole odd/even skill division and cards merging mechanics feel like a good fit for a game like this novel. Even though these are cool ideas they feel kinda too complicated for an average visual novel enjoyer. Definitely will be popular with people who like complex games featuring lots of calculations. Like real hardcore gamers type. But casual gamers might get turned off by this for sure. I don't think most people will have enough patience to actually understand these mechanics let alone learn how to be good at using them.

But I did enjoy the gameplay regardless! Don't wanna be discouraging or anything. I also did not play Reverse 1999 so if that game is popular and also features this level of complexity maybe its all good and it is actually just me who is very stupid (unga bunga me striker me beat elites with big damage)

When I saw your plans to add gameplay to this story the first thing that came to my mind was a turn-based rpg system like that of Haven (but for 3 characters controlled by 1 player), or deck-builders like Slay the Spire (also 3x the characters for the same deck) or Inscryption (with every character either being a card itself or adding a "card package" to the deck). There are also turn-based puzzles that could fit in here like Into the Breach (idk maybe its just that I wanted to make something similar to that game also featuring 3 characters).

Of course the system introduced here is also a good choice and there is no reason to change the core gameplay the way it is setup here. Maybe reducing complexity would help with retaining engagement of people who only care for the story and not much else (like thinking lmao)

If you plan to build upon this concept my suggesting would be to make the tactician and medic a bit more powerful to compete with strikers big damage. Like buffing that skill that reduces moxie of enemies. idk this is pure balancing at this point.

There is also this mini-TCG in Genshin that I remember liking a lot, you know the Genius Invocation? Maybe having cards be something like in that game would make it both easier to understand and play. Or maybe not. Don't know if my advice is even helpful at this point.

Anyway thanks for updating I know college can get ridiculous. Sorry for the word vomit. Last thing: keep going and try not to feature creep! This story works just as good as a pure vn with no extra flare (pun unintended). I am sure it can become something beautiful in time, as long as you can retain the focus and inspiration. Ganbatte :D

(+1)

Thanks for the compliment! I understand the UI is a bit terrible right now, but I'm glad you can still enjoy it. I see how it would be difficult for the casual visual novel enjoyers, especially since the gameplay is heavily depend on reasoning. I have some ideas to make the learning curve easier. The gameplay may fit more with the theme when the whole chapter is finally published. 

I'll look into those suggestions! Sorry, I been quite busy so I can't give you a long answer, but I had another playtest yesterday, and I'm quite confidence that I had gather enough data to make this gameplay somewhat polished. 

I'm moving from our current whitebox prototype to working prototype.  Probably gonna take a long long time (hopefully before summer). 

And don't feel sorry. Your freaking long comment made my day (since u are the only one following the project lol). And thanks for playing!