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(+1)

Overall thoughts

I like the idea very much. i could describe it as a topdown shenmue(v cozy), with jrpg melee combat

i dunno what's your objective with this, but imo it has potential. also the story seems interesting, with your origin be something that recalls the original shadowrun

my tip is to not spread yourself too thin and make a lot of content, since there are bugs to fix everywhere. imo you should start polishing and bugfixing; meanwhile take notes about the new content that you wanna implment, and add it as chunks one piece at the time

dunno for what style you wanna go, but i suggest you to make a choice between anime style of the pixels and dialogue vs the western style of the combat. 

Random stuff i noted:

- i found the initial explaination of the bars on the right-side of the battlescreen hard to understand. imo also starting with all those attacks might be a mistake, even dq and ff starts with a semplified combat (my to go game for tutorial is ffx, u might like something else ofc, the important part is to take a step back and see how great games explain new mechanics)

- in the pier area (where you talk with sitting man) you can go out of bounds and walk on water if you walk into the little house at far left center, at the edge of the map

- i got the yellow mohawk bug too, when a girl with your same quest shows up:

ERROR in action number 1

of Other Event: User Defined 1 for object oDialogue:

Unable to find instance for object index 213

after that, i played the game and skipped the tutorial

- i like a lot that some quest can be solved with talk an not just by punching

(+1)

Thanks for the thorough testing. I'll try to refine the tutorial further. Making sure people get the gist right away is really important in turn-based games.

I unfortunately chose the city as my title and setting, and the city has to have many things so it can feel it like one. But now I think I have plenty, and should really get around polishing the heck out of it for next DD.

For the art style, I originally planned it to be fully pixel art, but then it turns out that at the size of the battlers, it gets really complex and expensive, to the point a normal animator being allowed to draw at a normal resolution is much better. But now I got two styles not usually shown together.

Thanks again for playing!