Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+2)

Hello!

With the ability to heal between battles, I managed to go quite far in this playthrough. I reached Wildemore where you fight a bunch of cult. This point is actually quite intriguing but it took me roughly 1 hour to get there. I feel like the in-between towns are too much and I find the fights tedious. When I got defeated I felt too tired to try again and decided to write my thoughts on the update.

The tavern and inn interactions are nice touches. As with every other RPG, I am usually compelled to talk to every NPC so I also did that here. But most of the time, the dialog still doesn't seem very interesting (yet). I guess it will be polished in the future. For now, it is a good start. One note I've got here.. every town you pass through seem to have a little bit of townspeople doing slightly different thing. But because of the tavern/inn UI, they're blocked.  So as you can see in the screenshot below, you can see the silmefolks playing card on the bottom side. But once you open the tavern/inn/training-hall UI, they get blocked by the UI.

Since most towns have the same background and structure arts, I actually look forward to what kind of different NPCs activity when I reach new town. There is also a town where kids are playing balls and I find it charming. I kinda wish the UI doesn't get in the way of it.
Seeing Jessie and James as a couple in the bar to interact with also put a smile on my face :)

Regarding the item stacking... it is an improvement from the last version. However, I still feel the amount of options too overwhelming. For the first few battles, I was willing to assign items to which party members. However, after 5+ battles, it just feels tiring to do so due to the sheer amount of options. So Again, an auto-assignment will be a cool feature. 

Since everything is based around on loots you gather, everything is crammed in the inventory making it overwhelming very quickly. I guess that's why in other RPGs, consumable-items/skills/spells/equipments have their own category.

Also regarding the items, some icons don't feel intuitive. There are the elemental berries that deal damage but has apple icons. And there are also healing berry. I would assume that apples/berries will heal you, but they don't here, so the icons feel out of place. Similarly, there are healing potions that heal you, and elemental sample that deal damage. Their icons look the same but act differently. I guess you can tell if you look closely at the icon background (blue for healing, and red for dealing damage), but it would also be better if the icons are also intuitive. 

That's it for now. Overall, I think it's a slight improvement from the previous version. It is a big game and even slight improvement requires tons of effort and time. So you did a good job and keep it up!

(+1)

Thanks for playing and the great feedback!

The 2 big things we are currently working on are art and combat. We are starting with the characters, which are getting completely redone, but all of the icons and item art will be getting updated as well.

The first combat update should be ready soon. We are removing the belt, so you will only be dealing with the bags, though do not currently have any new systems for auto moving items to the individual bags. We do plan to add a shortcut (Alt right-click) that will split an item stack and give an equal amount to each of the Slimes. In combat, instead of starting by choosing an item, you will pick an ability, and then choose the item to use with it. You will be able to pick any item from the Slime's bag, though many abilities will have limits on what items can be used with them, such as a fire ability needing a fire item. To start it will show all items that can be used, but later we plan to add in filtering as well so you can narrow it down further. We are hoping these changes make the combat more enjoyable, and the item management less tedious. Once the combat is updated, the inventory UI will be reviewed and updated to better align with the new combat. The Quest Log and Inventory will be joined into a new UI, which will also get new screens for details on abilities and character stats. Hopefully the new systems will resolve some of the issues you are having with it.

We want people to be able to explore & enjoy the towns. If you click the button at the top left of the town menu, the one with a white square and arrows, it will minimize the town UI, so you can see everything on screen. Click again to restore the UI, You can also click on the menu entry for any option you have opened to close it. We have plans for the future to actually have your party, optionally, travel to each of the town locations. There is a, currently hidden, toggle at the bottom that will allow you to change this right from the town menu. When enabled and you select a location from the town menu, it will be hidden as your party moves to the correct building, before opening to show the interaction options. We need to update the towns before this will be ready, but it is something we think will make the towns feel better, even if we don't offer the player full control of the characters to explore them.

Obviously, getting the save system working again will also be a big help for playing further, but there are just too many new features and changes being worked on that we never quite get to it.

We really appreciate the time you put into playing and your feedback!

(+2)

Great to hear back from you!

It seems your team is heading in the right direction with making the combat and item management easier to manage. Choosing which ability to use and only being able to choose the items to enhance the ability will definitely make the choices less paralyzing. I will be looking forward to the next update.

Yeah, I understand that there are just soo many things to be done with so little time. With RPG type of game, even if we do not have a save/load system, is it possible for your team to provide a cheat-code to skip to certain event/location? That will be super helpful for playtesters to just focus on the things under test. just my two cents!

Cheers!

(+1)

We do have some debug options for skipping ahead. They are all limited to in editor for now, and are not fully tested for stability, but adding a way to access them for testers who want is a good idea. I'm trying to finish the combat updates before the end of the month, but after that I'll see about setting up a hidden cheat menu.