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I did like this quite a lot! I’m not one one to be very nostalgia driven so the control scheme and menu systems mostly adds friction for me without any clear benefit. But I also understand why you go for that stuff lol.

So my main issue is probably the chance to hit balancing. It didn’t feel at all right to me to have the boy miss the overwhelming majority of time. OR if that was gonna be the situation, I would have wanted an auto-block on him. Similarly, each fight, which can last quite a few rounds, I found myself repeating 1.5 intricate patterns for the sister (C3A or similar or C[heal]1) and I think I’d found the experience so much more rewarding if there was a “Repeat last” type action (for both of them). Some modernization / quality of life. Similarly, though I’m very happy there was resting, why did we need to do that ourselves? I saw no cost of resting.

I’m not sure exactly why, maybe because the map was so good, or something in the very rectangular shape of the tiles in the view-port or how the walls were painted to break up the grid-lines, made it so much more easier to navigate via the ever-present map so that I did quite a bit of map-walking. And I think that is a pity when you’ve put so much effort into the “3D” art.

I found that the firestorm spell was bugged out (but it was funny to get -800 mana/energy). It could ofc be an effect of running a windows executable through wine/proton inside a vm.

I did like the structure of the story / maps. And they were reasonably structured with some variation.

So overall, I think it was a very good entry!

Play-through:

(1 edit)

Thank you for the kind words, thoughtful feedback and full play through! I learned a lot about my game watching you play it. To answer some questions from the play through:

  • Attack means "melee attack monster A" and Fight means "choose your melee target".
  • "Martial vs simple" weapons relates to who is allowed to equip the weapons according to the game engine, but this game allows both characters to equip everything. So it had no effect in this game
  • There is no downside for resting, you're right about that. Resting uses a food resource in the engine I built but that doesn't work for this game so I just balanced around every fight being against full health

I agree the hit balancing is off - my idea was to have each creature be a bit of a simple strategic puzzle - bats are supposed to be very high AC but they were a huge part of the game and Hargir just kept missing them. Other things often had an AC too high so he just misses a lot in most fights. Very unsatisfying.

I completely agree it would be nice to see what the spells do. I built the game on top of a "Might and Magic 2.5" engine I had created. The very bizarre UI is an artifact of that. So it may have nostalgia value for some people but now that I've used it, played with it, and seen people respond to it I think I'd prefer something more modern in the future. Having to hit C3A etc over and over is authentic, but the UI isn't the part of 90s games we generally want to bring back.

I enjoyed seeing you figure out that you're not ready for certain fights and then going back to them. That means the balance somewhat worked which is good. As for the map being much more clear than the levels, you are right about that for sure. It seems to be how our genre works.

Thank you so much for all the effort in your video and write-up.

EDIT - on more thing - I noticed the "move sideways" button 'A' was also "(A)ccept" during the conversation at the end of act 1 where you are kicked off the island. So you moved into a guy and immediately missed the conversation and arrived at a cutscene on a boat. That must have been pretty unsatisfying to see. Basically the event was you got yelled at buy a guy and then exiled from the island for stealing the figurine.

(+1)

Yeah it was a pity that I only got to see that cut-scene for a single frame :)

And I did totally feel that each enemy was at puzzle, it was just the boy’s role in the puzzle and the streamlining of the whole thing that needed work. The actual puzzle of them felt quite intuitive and nice.