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Thanks for sharing!

As for feedback; I realise this is a Jam game, so there are some limitations to keep in mind, but I figured I could point some things out in case they weren't intentional and for the benefit of future games:

- The normal attack animation is really way too long. I found that if I didn't aim perfectly at the enemies I was at risk of being severely beaten while I was finishing my almost-dance-routine. The jumping attack became my staple attack, but it seems to glitch if you spam it, without actually damaging anyone. It's amusing to travel throughout the map like that, but it looks weird not to get any hit. Absolutely, if you make a basic attack, make it snappier and shorter.

- I'd work on feedback in general: having the same sound for damage to the player and damage to the enemies is a bit confusing. There is some sort of smoke animation when people are hit, but it would be nice if there was something clearer to differentiate better who's being hit.

- It would have been better to not let the dialogue work with the blue haired girl while in the tutorial battle: I started by talking to her and found myself trapped as I couldn't disengage her and enemies were beating me up without mercy. You could have her first interaction, THEN make the enemies appear and disable dialogue with her, to avoid that situation.

- Most of the time blue-haired-girl's healing spell didn't seem to have an effect, I could be wrong, though. I was, after all, jumping around like a lunatic. :P

- I had the game get stuck (showstopper) after I got to the square town the first time I played. I had lost the battle, maybe that's a factor? The second time around I won and it didn't happen.

- The 2D portraits don't gel all that well with the 3D characters. I'd have been tempted to just render the 3D character's face and put that in the box instead.

- I hope you work out something different for dialogues if you plan on keeping this engine: other than causing problems when a dialogue is possible during a battle, it's rather jarring in general to have to go from a pad to the mouse (not to mention bad for those of us with RSI).

I had to stop after a while as the game seemed to get laggier and laggier for me. I guess this is due to what you mentioned about longer play times. It's an impressive effort for something that came out of a relatively short jam.

I really hope I wasn't too nit-picky, years as a game tester have made me much more prone to pointing stuff out. I did miss your games, so I hope I get to finish this one and see more! Congrats on the release and thanks for sharing it with everyone!

--

Ren

Thanks for the feedback, yep, you've pretty much caught all the things I was worried about. It's a shame that the game really bogged down for you, since I'm proud of the later levels.


-also, the first battle is supposed to proceed to the town whether you win or lose. I've seen its end trigger at odd times, but never an actual crash.


Most of the mocap I find of action animations are usually meant for swords, that's why I sorta went kick-heavy. There were punching animations, but they didn't travel far. Next time I'll try experimenting with actual sword and staff weapons and see if I can make them better, otherwise I'll do turn-based combat instead.


I'll likely not add to this game, but use the lessons I learned to LaNaval (the game with the frilly dresses) or something else, probably lewd (the lewd games community seems to be very open and supportive and expanding at a massive rate so I'll probably head in that direction (seeing the lack of 3D games as opposed to RPGMaker or pre-rendered games). Of course I'll join in whatever non-lewd jam that happens to occur as well (generally anything with 'waifus' lol).

Oh, I'll pick it up again, I just have to play in small sections, because my wrist bothers me way too much if I use the mouse too often.

I shall clarify about the show stopper: it wasn't a crash, the game just got completely unresponsive - I got to the town with the other girl, but I couldn't do anything either with the controller or the mouse.