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The writing was very good, but i really disliked how it was so much. Don't get me wrong, I love me a good lengthy story, but it seemed to drag on way too much, even at the very start of the game. Being stationary all the time just reading instead of exploring or fighting was boring to me personally, and I would love for the same writing to be used more scarcely or being able to talk unprompted and a bit more optional.

Having some experience with RPG maker as well (I loved using it to make short games for myself), the background is very confusing in my opinion. Misplaced cracks that should only be in walls ( I found cracks on poison water, a lake and on trees). 

The combat is interesting, but the tutorial being exclusively text and throwing you straight into battle was boring. Experimenting with this battle system is fun, but without a good first experience with it , i couldn't really pay much attention to what everything did.


It is a very solid prototype, and i would love to see it becoming a full fledged RPG! Congrats on your game, and i hope you will keep updating it!

Edit : On the beginning scene, I would advise to make a blank map an insert the trigger for the scrolling text there instead of using a premade map. That way there won't be any weird transition.

Thank you for your candor!  

It is pretty overwritten right now; this is something we want to address going forward.  Right now it's almost all exposition that we can cut down on once the events the characters are alluding to actually happen on screen.  I have an idea of how to make it more naturalistic that I'll use for the eventual 2.0 release, which will also help tie it into the hidden variable tracking I implemented but didn't have time to use for path and romance routing; specifically, I was thinking that Deedee should add Ace to her party and go to the individual other party members around camp to address their questions.

All of the bizarre visual stuff is absolutely intentional and I will not be changing it, except possibly to add more animated strangeness.  Recall that the entire reason they were going to the temple of Io was because it was glitching out.  Having more areas to explore will make that clearer, since only the Temple of Io and some places that are the same level of bitrotted will have the same deliberately misplaced effects.

The tutorial could definitely be more natural and this is another thing to address and rewrite for the 2.0 release.

Presently we are using a more-or-less blank debugging and initialization room for the scrolling text; having it scroll on a parallax background was my intent but it didn't work in this version.

Thank you again!