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(1 edit) (+1)

Hi AnonymousRPGDeveloper,

To say from the start, this is a very good RPG! Strong submission!

At the main menu screen, I felt a bit weird greeted with a lo-fi hip-hop beats, because I played lots of jRPGs. But after a while, it became normal, so no problem. The closest thing to existing media from what I can tell is Samurai Champloo. Did you happen to get inspiration from it? It is a bit nitpicky from me.. but currently the game settings and Characters exhibit traditional Japanese samurai. I don't see any character that fit with the lo-fi beats. Perhaps, there will be a new character (some character that is defying or outside of the traditional Japanese culture in the game)  that fit exactly with theme in the next part of the game. In that case, introducing that character in the demo is a must.

Making enemies visible outside of battle do eliminate random encounters that you typically see in older RPGs, however the battles are mostly unavoidable. But the battle is easy to learn and I didn't feel them as hassles, yet. It would be better if there's progression for Kira? (Kiro?) So that it would make the battles more meaningful and it serves well narratively. Just having 1 or 2 tech unlocks for Kiro would be great. Currently every battle doesn't give you anything except occasional healing items and DNA samples. Speaking of DNA sample, why would human enemies also drop them? ๐Ÿค”

I didn't really understand how you obtain beats to perform the techniques. I must have clicked on too fast to read all the tutorials.

Sprites, characters and the color palette is good! A minor thing that bug is Kiro being a disciple wearing a big field hat feels kinda disrespectful for me.

It took me around 45min to play the whole game. I feel the pacing is a little bit slow for a lot of the game. But I think the slow pacing really put a contrast to the ending. It was a really satisfying ending! Great job on the scenario staging!

Just my 2 cents.. if you want to demo the game, it would be better if the scene is mostly exciting. So I would shorten the first part with Kiro's intro up to the burning house. Not cutting it out entirely, just make the path towards a bit shorter and less enemy battles.

The game is quite polished for still being in early demo. I didn't find any difficulty in navigating all the UI and everything is readable and responsive. Great job!

This is a very strong submission and have the potential to be a great RPG! I hope you will continue on making it and good luck!

(+1)

Thanks for playing! I'm glad you liked it!

The musical style choice is definitely a bit experimental. I selected it partially because I wanted to break out of my comfort zone and try producing a new musical style, but there is also indeed a heavy Nujabes influence there in general (the Samurai Champloo comparisons are hard to ignore!) There isn't any one particular character who serves that "defiant" role, but the narrative as a whole follows a theme of rebellion and deconstructing social norms that does slowly build through the events of the plot (with the ending of this prologue serving as a kind of catalyst for that). 

There are a few roaming enemies that were designed to be intentionally unavoidable, mainly the ones related to tutorials, as well as a few others that ensure the player collects all the DNA Samples here, since you won't be able to return to this area in the final game. The other enemies typically have a random movement pattern which means they can usually be avoided, but since they are randomized I can imagine there are many situations where it isn't actually possible to maneuver around them. I could investigate a more consistent movement pattern for these enemies if you feel that would improve the game. As for human enemies dropping DNA, I guess that's just some of the weird "don't question it" type of RPG tropes.

When it comes to Beat, those go up every time you use a non-finisher skill, and they are spent altogether when you use a finisher. You also lose one Beat when you're hit by an enemy, incentivizing skillful deflection and Aggro. It doesn't sound like the game was too hard for you with this in mind, but I actually wonder if I may need to make the game a bit more difficult in order to ensure the player gets the hang of the Beat mechanic.

Regarding Kiro's design, could you elaborate on what feels disrespectful? I'm always open to making changes to the game if there is any perceived offense.

Right now, this game is unannounced, so I haven't actually put a ton of thought into how I want to go about making a demo for it. These characters in the prologue aren't the primary protagonists, so if I do make a demo I might opt for something further into the game that better represents the progression system and characters. I'll put some thought into that for sure.

Thank you for playing!

(+1)

Definitely, Nujabes' beats also came up to my mind when playing your game, haha! With the theme you're aiming for, I am sure there'll lots of people who like it, I am one of them. Make sure to include the defiant character in the demo (sometime in the future builds) to make the game overall stronger!

I see.. so the beat decreases when you get hit. 

Current game's difficulty is totally fine! I am playing the normal difficulty and it's manageable. I usually like to play on easier mode in a story-rich game. So, there isn't much necessary tweaking here.

What I meant by Kiro being disrespectful is just in general sense people are expected to take off their hats inside buildings (maybe it is only a me thing?). Especially here, Kiro is trying to learn from a master, wearing an especially wide hat just shows that he may be hiding something. So it just feels disrespectful to Matsumoto.

Good luck on the development!

(+1)

OHHH you're right, that didn't even occur to me but yeah that's totally disrespectful hahaha.

I don't know if I'm gonna make a whole new sprite for that but I suppose it's a solid worldbuilding opportunity. Thanks again!