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So I checked out the TOME RPG Demo_03_2 and was pleasantly surprised with the gameplay adjustments done so far! Triggering magic cues feels way more natural and the visual feedback of effective and non-effective moves is way better than before! Again, I added a video to this so that it's easier to reproduce the problems.

I still stumbled upon some problems while playing the demo. Hope I don't come off as a douche exploiting such things....well, off we go:

#1 Gameplay Issue: Whenever you block the Rollover attack of those Ballug enemy monsters there's never any sound effects. Blocking the attack would feel way more rewarding and satisfying with addition of some sound effects during the blocking process. Other than that, the mechanic works great!

#2 BUG: While playing, I thought to myself "Can Alpha or Flamey even use Vulcan Rocket when the other is down? So I let Alpha be killed by Dumplin's and Puddin's Team Attack and tried using Vulcan Rocket as Flamey. Strangely the attacked could still be pulled off. This raises two issues: 1. Alpha's turn (even when down) could be used for the team attack. 2. Team Attack shouldn't be executable if one of them is down!

So far only tried this when Alpha was down, but I suspect this issue being reproducable when Flamey is down and Alpha executing the team attack. May be an oversight with executing condition, but a bug nontheless.

#3 Sound Volume of Kirbopher's Energy Cannon: Whenever you execute Kirbopher's Energy Cannon on multiple enemies the sound effects also trigger as many times as there are enemies. This in itself isn't an issue, but the sound volume from each shot stack and are very loud in the end. Could you tweak the volume of those sound effects to be a bit more quite?

#4 Aggressive Mobs can trigger battles during Start Menu: Another thing I tried out because of curiosity, but if you open the start menu while aggressive enemies are around (i.e. those Hornet enemies in area 2) they will approach you and trigger a battle. As I can imagine, TOME RPG is an emulation of a MMORPG so there is technically no 'PAUSE' my question is rather: Is this intended? May as well be a design choice.

#4.1. Party members pushing you into mobs: Kind of a continuation of #4.  As you notice in my video during #4, party members (i.e. Flamegirl) pushes me towards the hornet enemy monster. Again, intended or game design decision? Actually this issue makes me feel way too nit-picky...but I believe it would be good if party members wouldn't be able to push you on the overworld map.

#5 Party members won't warp together with MC: It's a known issue, but I feel like the party members should also warp when the White Hat Hackers warps to the next overworld map.

#6 Characters popping out of ground after area change: So whenever the party arrives in a new area after a warp their sprites are one level below the ground initially. It feels like a few seconds after arriving in the new overworld map they are stuck to the ground.

Whenever I do a Bug Report like this I feel like such a douche for pointing them out...I still hope they help you address and fix problems easier.

Best regards from your loyal backer,


From Mike:

Hey Zelosq -- Thanks for the feedback so far, and I appreciate the video as it makes it a lot clearer and easier to reproduce issues. Don't feel like a douche at all. I've done this professionally for five years, and for a game in this stage I expect to see these kinds of problems -- and value it greatly when someone points them out so that I can correct them. Thanks to people like you we've stomped a lot of stability problems and will be ending this month not only with a decent base of funding to work with, but also with a more stable and more consistent build of the game working forward as our foundation. Without your feedback these would take a much longer time to find and reproduce.

The overworld is definitely the part of the game that needs the most work at present time, and we've got some plans to revise it, but we're holding back on those until after the Kickstarter's over. The overhaul we've got in mind is a bit extensive and therefore a bit risky otherwise. It won't fundamentally change in terms of graphics or overall construction, but functionally we want movement to feel less "floaty," and we want our level of control over the characters (esp. during cutscenes) to be more reliable. You can look forward to a number of the issues you've pointed out with it being addressed in the full game.

With regards to the Start Menu -- Yes, that is intentional. Chris is intent on a lot of diagetic design for this game with regards to the user interface. The pause menu behaving, as you point out, like an MMO, is a part of that.

And finally -- thank you for pointing out that issue with the combination ability. There appears to have been an oversight in our last patch to it!

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Man, hearing this from you guys is really uplifting! Happy to see the spottings are appreciated!

Also appreciate Chris thinking out of the conventions with how the start menu works real-time to what happens in the overworld map!

Will continue to test Demo Builds regularly and give you feedback! Keep up the amazing work!