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I think this is a great start.  The lo-fi aesthetic works well and the art and music are well-chosen.  I liked the introduction that starts in the middle of the action.  Characters have a fair mix of abilities, though I found combat to be on the easy side so far.  Looking forward to seeing more.

A few things I noticed:

- The font is a little strange.  The lower-case L looks like a 1, and commas and apostrophes look like they are defaulting to the standard font.

- Some skills that target the party like Scrounge and Refresh have a long delay, like they are playing an animation that isn't visible.

- Poultice and Refresh don't heal any more than Rally, which seems odd.

- Betancourt's book flame attack animation feels a bit long.

- When speaking to Grau, Renata says "Let's go tell Nata" instead of referring to Petra.

- The dialogue prompt at the inn is cut off.

- In the canyon cave, the fang decoration on the wall overlaps the player.

- Run is disabled in the canyon cave - not sure if intended, but I would prefer to have it.

- Betancourt says that it would take cult ships 50 years to cross the ocean, and implies that the people here have no concept of such a distance or any familiarity with other lands.  I feel like the obvious followup from the party is to ask how he and Alistair even got there, or maybe shock that there is even anything that far out to sea, but they don't seem fazed by it.

- The party was looking for a cache of metal or something in the magma core, but they leave empty-handed and don't mention it again (unless I just missed it).

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Heeey, thank you very much for playing so carefully and providing detailed feedback. These are all great points that will have fixes, especially the ghost animations in battle. The font does fail at rendering some punctuation. Originally I did have Renata briefly question the distance and have Betancourt provide an answer, but I feared making that scene too expository. I think it's better to just impart the info. 

Run should not be disabled in the Canyon Cave--good catch.

Overall I want the difficulty of this entry to be similar to the first, if not slightly elevated, since here you'll be provided more tools. Future balance adjustments will see enemies hitting harder and faster, with party heals likewise being more powerful.

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Good point, it is a fairly long scene already.  Maybe she could bring it up and Betancourt can just say he'll explain later?  I assume it will come up again at some point anyway, so that could be a way to communicate the party's confusion without inflating the scene very much.

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That's a great idea. 👍👍👍

This will follow the 3-chapter format of the last game. Chapter one is fully planned and maybe 50% roughed out. Work on this one is going a bit slower.