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First off, really had fun, great game and even finished the special final dungeon.

Having major combat options rely on pickups dispersed throughout the game is not comfortable as a player.  With Miriam, I underused the items early, then overused them late.  The concept that you were aiming for was probably a feeling of scarcity, but as players we won't know how you as a developer are going to distribute them.  Something like having a maximum clip size, but more common bullet drops from enemies might given a more smooth experience.  I'm griping, butI really enjoyed the combat, this was just something that bugged me enough to want to bring it up with the dev.

Again, wonderful game and thanks to you and all who helped.  Hope you and the team find lots of success (and can get a steam release someday!)

(+1)

That's a very good point. I was really aiming for things to feel scarce, but I can completely understand your frustrations here. In the future, I'll be sure to avoid design decisions like this, as battles are more fun when you don't have to guess how many drops you're going to get in the future. It also can cause the "elixirs are too rare, never use them" problem with some players where they just don't engage with consumables at all because they feel compelled to horde them, which is just reinforced when you don't know when they are going to drop.

Thanks for playing the game (and the bonus dungeon, super cool :DDD) and for the feedback, and glad you enjoyed it overall ^_^

Not just 'enjoyed it overall', I loved  the game.  Best RPG I've played in a long time and I finished it in marathon sessions over a few days.  The feedback was only because I thought I knew what you were attempting, and I felt like it was really close to achieving that so I wanted to weigh in.  Don't reply to this!