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(2 edits)

Ok, I think I played everything in the demo. I ended up boosting my experience and money drops because I got stuck at Eli's house (maybe I played through that area too soon) The mansion got a little tedious, it just had soooo many rooms, although maybe it's comparable to Mother 1, with its haunted mansion? At least the encounter rate isn't as much as that game. I don't know how you'll make an even bigger dungeon in the full version, to follow up on the mansion, though. I think I would've had trouble in the mansion if not for the experience and money boost, although maybe the bunch of item boxes would've helped. The game seemed a little unbalanced in that there were only a handful of item boxes early on and then in the mansion I swear there were 20. It also would've been nice if there were places to buy some of the more powerful food items instead of having to find them in item boxes. In general, the fact that the game only has item shops at the very beginning is a little weird, doesn't follow the 'more remote villages inexplicably have more powerful weapons and armor' rule of RPGs. Also I'm not sure how much the weapons and armor figured into my stats once I leveled up sufficiently. Also the CoffDrops I think were only found in the mansion, but you get colds much earlier in the game, and by that time you should have an ability to cure colds? It didn't matter much because by then I was insanely overpowered, I think I finished the demo at level 21. I only boosted my experience by 300%, seems a little high a level to be at for just the end of a demo. I liked just how many enemy types there were in the game, obviously no palette swaps. They got a little weird, definitely leaning into the inanimate object enemies that Earthbound had at times like the Abstract Art and Crazed Sign. Also the mouse appeared later than the rat enemies for me? Overall great demo though

Sorry that you encountered that game-breaking bug after being defeated. I'll look into squashing.


Thank you for playing through my demo, though. I'll looking into adding an option that allows damage numbers to stick around longer. I'll add in a hint that explains the functionality of WHIFFs versus MISSes. 


The mansion was meant to be a pretty hard dungeon-crawling trial so that's why I made it so big. I wouldn't say I wanted it to be "tedious" but it is supposed to be tiring. I'll add in a way to buy CoffDrops at least.

yeah like I said I just don't know how you'll make an even more extensive dungeon in the full game. I hope my words weren't harsh though. Half of my frustration was because I'm absolutely addicted to checking everything in the environment and half thought the key would be found through checking one of the random bookshelves or something

No, your words are fine. I appreciate the criticism and it allows me to think about how I am going to go forward with dungeon design...