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(1 edit) (+2)

I completed the game in Lite mode and now will attempt to share my thoughts about it.

I will try not to repeat any of the feedback I have given previously.

My Gameplay:

My strategy is simple, hit hard and fast with Phil and Mindy, use defensive stats with Tanko and use Helen to fix my mistakes. I get a kick out of using the least amount of items possible so I frequently hit the enemies with no items especially when they are low. Last run I used the defensive abilities of Tanko a lot, this time around I sparingly used them. In fact, I only used a meta armor once in the entire run. I generally used the cheaply available cloth instead. It is much higher RoI to heal Tanko instead of using armor in most situations except boss fights. So even Tanko of a lot of damage this run.

Seeing items consumed vs items received is also very fun to see.

I like that we have to give away the items to save the villages. This actually rewards players like me who are massive item hoarders. Many games actually have a simple sell option for items that isn’t too satisfying to I end up keeping my inventory full. But here my inventory kept getting cleared in a meaningful way. Good job on that mechanic! Don’t think I have seen this exact variation before where you have to select and submit most of the loot instead of purely hoarding.

Tanko fainted once in the final fight because of my arrogance and unwillingness to use the stronger armor provided by the dragon. That was no issue as Helen quickly revived our boi and healed him up to full HP.

In the final fight eventually only two were left, but they kept healing and that extended the fight quite a bit. eventually I won without any casualties or even low HP.

I have thought a bit about how the difficulty progression of the game goes and I have come to the conclusion that it is pretty spot on. We get powerful rather quickly and the last fight showing what the future of the game could look like is satisfying.

Requested feedback

If you play the full story mode, what do you think of it? Is it too long/wordy?

The intro is definitely wordy. I immediately want to kick some ass. RPGs do have wordy intros but they try to introduce some major conflict or some sort of hook quickly. With hungry for loot it felt like we had a lot of character introductions and it was a bit of a slow start.

For reference, I consider Golden Sun(GBA version) to have one of the best wordy intros to an RPG game. We do not see any action for quite a while, it is mostly cutscenes after cutscenes, but we do get to explore the world and do small quests that all leads upto the major hook. Combat comes in quite late. As long as the player has something to do, the longer intros could be made engaging.

Beyond the intro, the longer story mode is no issue in my opinion.

If playing the story lite mode, does the cut down story still convey enough and feel like it is at a good level?

I think the Lite version might be the way to go for the demo, because it gets us into the action immediately.

For either mode, does the story take too long to get progress? The combat is a bit faster paced, while the story is more RPG and builds up slowly.

I feel the story is correctly paced for an RPG and isn’t too slow.

We are saving villages and each village gradually gives us more information about the people we will fight and challenges we will take on.

Is combat feeling enjoyable? Or does it get repetitive and boring?

Combat is fun so far. I did not find it boring. The thing I would advice on it to give better descriptions for abilities when we open the character screen. Description on hover is perfectly worded, but if I am opening the character screen I definitely want to know more about it. What are the exact differences between them? There are two of Helens abilities that talk about growing pains, how are these different? (It is clear that one is stronger than the other and takes more AP.) Are the older abilities less useful after we unlock new ones? I do not know this since damage numbers aren’t clear even in the ability screen. This is one area I feel where the combat can shine more.

Other thoughts

  • The game was even more fun on the second playthrough than the first one.
  • Music is fitting catchy and enjoyable.
  • This could be a repeat point, but I noticed the villages look quite similar and it is difficult to distinguish one from another. Differentiating villages is something Pokemon does really well. One of the ways is to change weather.
  • I really like the item sprites. Very well done art!
  • I do think the steam capsule needs some design work. It doesn’t do the game justice. I mention this because I know the goal is to monetize the game eventually.
  • More gameplay screenshots on itch than just UI could also be cool.
  • The ideal words per line acc to web design rules is 8-12. This does not always apply to games but I think it does to UI screens where readability is important. Some of the screens are breaking this rule.
  • I 100 percent agree with Irmoz about the complexity this game has. The Menu has a staggering amount of content, with info about towns to stat screens inventories, all quite organized. (Icons for these are quite cool.)
  • I left the game running and idle for about 40-45 mins. Unlike last time there was no lag spike whatsoever. The game around for I think 90 mins total without a hitch, very smooth!

If you have any other questions feel free to ask!

This was a great experience and I look forward to playing your next patch(and the roguelike mode).

(+1)

Thanks for playing and the detailed feedback!

We are also classic JRPG players who hoard items. It amused us that we decided to create a game centered on using consumable items, when we like to hoard normally. Yet we found that it ended up working decent;y, even if we do still like to hoard things that are limited quantity, and expect many players will do the same with things they don't know are rare. We are thinking about adding a rarity to the items for players like us, along with possibly a new Bag for storing items you want to keep and not accidentally use in combat or the Traders' Depot.

With the status effects being added we are hoping to give Tanko a bit more use as a support character, giving some stat buffs. We certainly need to do a bit more work on balancing items so that the higher level items do feel more useful, but also leaving lower lever ones as reasonable when you just need a lower power attack or heal.

We initially added the quest to feed your village to fit the story. Then it grew and we added the Arm the Resistance quest as a way to make it not feel too boring just dumping items back to the one town throughout the whole game. With the recent updates it will be much easier to implement then next part of this, where the amount you Arm them will have an impact on the rest of the game. We've debated adding shops, and even started adding money, but the Traders' Depot makes it feel like shops would not really benefit the game, especially once we add in the rewards from completing quests. We may still add money, as it would make more sense for inns to require payment, especially as you leave the forest, but we still need to work things out so it doesn't feel wrong collecting a ton of money only to use a small amount for inns. Shops would help, but we need to decide what to have in them. It could just be allowing you to buy regular items so you can stock up on the ones you like the most. Maybe allowing the player to send money back as part of the quests, so the towns can buy what they need. I think this last would not work as well without also including other uses of money, as it would feel like an extra step for something that could be automatic since you only need a small set amount of money for each inn otherwise.

Yeah, we did ramp up the difficulty on that last fight and give the powerful items for it to compensate, as normally by the time you got there you would have more items of the proper level from normal fights. Glad the healing worked well for you though.

That final fight does need a bit of reworking on the amount the enemies heal. We are planning to adjust how often they can use their healing abilities to make it not feel so long, at least for the demo.

Glad you like the difficulty progression. We will be reworking it a bit as the game grows. It feels like it may be a bit too fast for the longer game being planned. We currently aim at having around 15 towns, with some camps, and maybe dungeons, along the way. Ideally we plan to have some side quests that will open up additional paths you can take to other places that are not on the main path, though we will see how that works out. The goal is to have at least 10 hours of gameplay. We don't want the party to grow so fast that it feels like you are constantly growing out of things shortly after getting them.


Part of the long intro was from comments that we did not do enough character building to draw the player in. We plan to break the current intro up into a prologue before the main story, that is optional. It may also be used as a free promo to learn about the world. At that point it will likely grow, allowing you to interact with more of the town. We are even thinking about adding mini-games as part of the celebration, thinking about the opening to games like Chrono Trigger and Wild Arms (well, opening after you complete the 3 individual bits). The main game would then start after the inn, as you are getting ready to leave town, with the Leader Leo dialogue being shortened and moved there.

I'll take a look at Golden Sun. Several Dragon Quest games also have really long intros.

We plan to work on the UI for showing power of abilities soon. While we were working things out we didn't want to show in-progress info that was changing as we tried to decide how to do it. I think that our current system of using multipliers on the abilities is what we will stick with. It allows even they lower level ones to scale with the character and remain useful later on, even if they do less. They will also require less AP/lower level items to use. I think the AP based ones will remain relevant longer, while the non-AP ones may become obsolete, unless they have status effects or other secondary reasons for using. I am thinking about ways to allow the player to adjust the in-combat icons to allow us more space for adding more. Some may get grouped. We may add a way to scroll. We may also add an option to hide those you don't want showing in combat, or even rearrange them. That will likely be added later after we build out more of the game and start to run out of space, but we expect we will.

As we add more art we are updating the towns. We will take another look at them and see about adding a bit more distinction. As you leave the forest you will also be seeing more distinction as we plan for each area and groups to have their own styles. We only added the Slimes living underground fairly recently. Before that all the buildings were wooden looking. As we add art for the other races in our world, Wildemore will be getting some of them added in, representing its diverse population.

Weather is something we are thinking on. One of the kids started on a system for rain, and we also found a shader for it. We need to do a bit more review on how we want to implement it. We are debating if we will make it have an impact on gameplay. I suppose that using it for towns could be a good first use.

I'll take another look at the screenshots. I wanted to show off everything I could, but there are so many menu based elements that they do overwhelm. I added a screenshot of Slimerise. I took it before for something and really should have added it sooner. The screenshots do make the game look too menu heavy, when most action is the combat.

I'll take a look at the words per line. Currently, a lot of the design is centered around making everything fit, while still being readable. After we add all the features we will be taking another look and seeing how best to optimize the layout.

My partner loves world building. We have so much in mind for the world, and have been struggling to figure out how to best make it fit into the game in a way that makes things feel better and not forced or in the way. The Compendium was the best we came up with. Glad that the current systems are working well enough.

Good to hear you are not having any performance issues. This last set of updates changed a lot of code, and I took that opportunity to do some additional cleanup.

Thanks again for the great feedback! This gives us a lot to think on and will certainly help lead to a better game!

(1 edit) (+2)

“We are also classic JRPG players who hoard items.”

I can totally see the love for hoarding in this game, haha!

“Then it grew and we added the Arm the Resistance quest”

I am loving this new change. Last quest of just sending 10000 more food became boring after a while. But the new quest keeps us looking for different items.

Shops is also a cool idea, but right now I have mixed feelings about adding currency. Maybe the special slimes can consume items and turn them into something else? These become trader slimes. They will ask for specific items and then turn them into something better.

The items they ask can be 2 fold

  1. items necessary for them to turn something into something else. Like one could take a piece of metal and knife and trun it into a sword.
  2. items as payment. Items that are less useful to the party but more to the trader, like generic food items.

So the payment for a sword would be 1 knife 1 piece of meta and 1 bread.

Just an idea.

“My partner loves world building. We have so much in mind for the world, and have been struggling to figure out how to best make it fit into the game in a way that makes things feel better and not forced or in the way.”

Item descriptions for sure! I find this to be a great way to world build.

(+1)

As you travel we will be expanding the Arm the Resistance quest to include more towns, and possibly more item types. Some towns may even ask for more of the same items as the situation changes. I also think the quests will feel better once you are getting rewards, and not just dialog. I want to expand the Traders' Depots to also include messages from the towns, with updates about the situation. People in Slimerise can send messages about how you are doing compared to other groups. At each town the main quest progress bars will be updated with the current stores of the town based on what others have provided, but also what has been used. We are thinking that at a certain point of progress  Slimerise will start to distribute some of what it has to help nearby towns as well, so the town's overall stores can also go down, even as you are supplying them.

The main reason for currency is that as you travel further you will be leaving the area inhabited by Slimes and slowly move towards more human inhabited lands, eventually needing to travel through the lands of the invaders. That last area is going to bring plenty of its own challenges, as there is no way a group of Slimes would be able to enter an invader town without standing out. We have ideas for how the Slimes can use magical means to conceal their appearance to enter the towns and learn about what is happening, but interacting there with shops, inns, and taverns, would require using the invader's money. Some interactions might even involve paying bribes, though I suppose special items could work for those. It is certainly going to be a gameplay fun vs realism debate as we flesh out those interactions.

I like the idea of Slimes that can transmute/convert/craft items from others. That may just make an appearance in the game! I've been thinking on a crafting system, and this would be a great way to add it, while sticking with keeping the various Slime clans as a core part of the game. We need to be careful with feature creep, but I have ideas for how this may appear later when we have time to look into it. I'm thinking an alchemist clan that can convert raw resources into others, and a crafter clan that tales resources and makes them into finished items.

We are looking at adding an additional section to the compendium for items with more details on them. Some of the compendium sections will add more details as you play and interact. We will have to see if that works for the items, or if we just give all details to start.

(+2)

Then it makes sense why you are thinking of currency.

Btw, I always have scope creep ideas. If you feel like anything is adding scope creep, don’t do it! 😂 It’s important to not have scope creep!