I'm taking the liberty of sending you a much more detailed message here. Sorry it's going to be long.
First of all, my English isn't very good. Please know that I'm writing this with the best of intentions. If anything I say is wrong, I apologize. My intention is to give you the most complete opinion possible, perhaps with a few ideas. Dont worry i dont forgot you juste have 2 weak to do you game. is not a judgemet. But a feedback. In any case, it's just an opinion. So let's begin.
State of Playthroug:
General state
Time :
4h 23min 16 second
Max combo 61
Final state :
Party 574
2800 Battle power
Fight resulte:
First battle 1 die
Victory with no damage
Totally undressed
+1 heart
second battle
1 die
Victory with no damage
Totally undressed
+1 heart
Last batlle
I withdraw all clothe by myself. >.<
Die 10 (1 abandon cause she take of on part of her clothe by miss click)
Totally undressed. 2h on hime
the really last: 3rd attemp with no more upgrad
Good point :
-Tutorial. Never underestimate a good tutorial, especially since it's much harder to do than we think.
-Good Pic manipulator. That give more life to cutscene.
-You game over is a really good idea (even though after 10 others it's a bit long.)
-Systeme de combat super originale. Beaucoup d'éxélente idées.
-Battle system is really interesting. You fuze so many mechanics and create your own original system. I can just say bravo!!!
-The story is very pleasing. And all reference give a lot of shy (Exepte for 67 XD.)
-Art is very good. and not only character. they suit really goodly with the background. tha give to you game a good identity. You also use some exotic postur that give more life for your character. It's really enjoyable.
-A good Challenge.
Detail / that no important:
-For the first cutscene a little sepia tint can suit very well. Or something saying "Time to explain before..."
-You can change some sfx like Move1. It was really very frequently used one Rpg maker. You can use move 10 is better for walking character.
Point suit me less:
-Battle interface are really smal for the 4 gauge at each screen edge.
-Battlestate are difficult to understand.
-It's very punishing if you miss a musical sequence. If you lack character strength, having to go back to a section you've made good progress on with your entire life force can be disorienting.
-The combat system is unique, but it loses dynamism with the gameplay interruptions. This encourages spamming the action button and selecting unwanted options during combat. For example, mapping pole selection directly to the arrow keys would improve the flow. The wait time before a music track is enjoyable, but it breaks the immersion. However, given the game's pace, this isn't necessarily a bad thing. You could benefit from making the dodging and music phases easier and streamlining other aspects like experience gain and pole selection.
-Qwerty is a hell Xd. And for Azerty is really not a current input position. That the first reason that take me so much time. Not your fault (that and English but that not your fault to. ^^). You can use some script call to manage you own input. it's "Input.keyMapper[]"
Exemple : I want to put some action on "A"
Input.keyMapper[65] = 'a'
If Input.isTriggered 'a';
For number of input you can find hime here https://www.toptal.com/developers/keycode
If you want to talking about some methode to do some idea i'm available.
Graphic bug :
-Last boss: When the hoodi is removed on the left side, the shorts shift as if they had slightly rolled up. Screenshot (they then return to their original position).
-After Last boss: When the boss is defeated, his body remains white and his face normal. Perhaps the image color grading was too abrupt.
Crital bug : Nothing
Final point: It's really good. All wat i say dosent change you do your thing really well with a lot of creativity. I think he juste need a little balance and that can be something really adictive.
Good job. Thank for sharing you work i passed a LONG and very good time.
Ps: Screen of bug
