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(2 edits)

Oh my god, just remembered to log in to itch.io and found that someone is writing a long feedback comment to my dark past game design record that is done when I’m totally a noob, this is so awkward.

Thanks for the effort and long feedback, I’m totally not expecting a comment like this, but thank you.

Actually, 80% of the potential game experience problem are due to me failing to explain things properly in the gameWhen I’m making this game, I do not even have the good and basic habit to label out the damage formula/basic value and the status description, or the mechanic of the bosses(thanks to all the other games that are also not doing them), which is super dumb, there’s no dumber thing in the world of game design. A lot of interactive design and strategy stays perfectly well-hidden under this situation(e.g. using laceration to deal with the healing effects, including patchy’s book revive and the heal SCs of the later bosses, or starting preparing buff removal when the buff SC is chanting), while a lot of strong skills and the strategy based on them are not noticed or misunderstands——this can be a perfect example of why you should write the description when you’re making a game.

Control effects like stun/paralyze is mainly for suppress non-boss enemies, like patchy’s books and the tengus. And also, all skills with stun/paralyze effects have a high damage formula attached, so you can keep using them throughout fights in the first place, on this case, the 2% disable can be an okay incast.

For the value balancing, it’s mainly because this is something for a game jam, which didn’t give me much time to test and balance, especially for the later bosses(yes I’m talking about you Eirin).

Anyway, thanks for the feedback—-I’m thinking about deleting this game post right now, or do an update to fix all of those problems, making this thing stay here is so awkward.