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(4 edits)

Okay so I've played through most of the demo now, I reached the ending and got 3 out of 5 ranks unlocked. There's certainly a bit left to explore but I'll save that for the next releases sometime in the future.

All in all it's a great concept and I think that's what we're all falling in love with. The atmosphere is captivating. The only obvious improvement that could be made in this area is to add more content and making the backgrounds of the land and ocean less repetitive so it doesn't feel like you have to look for what has changed. Of course a lot of it has to do with that the background scenes are not interactable, simply adding a few more things to do, interacting with buildings for example, would make the areas feel more personal and less flat.

The characters look great, although I don't understand why the human female has her back turned to the camera.  With that being said, please, don't fall down the rabbit hole of creating time consuming HD art for everything. Unless you have a budget for comissioning this to other artists I advice you to be very sparesome with the time you put into painting. The ability to interact with the small figures is worth so much more in the end and that's what brings the game experience. I honestly only looked at the HD art when lvling up. Perhaps you should make physical changes to the characters sprites as well?

The overall dialogue was stellar in the beginning of the game, but after you went into the ocean there was no further interaction with your companion which I missed a lot. I think that having a character development between these two characters is absolutely crucial for the success of this game. 

There's too little erotic content. I know, it's a personal preference, but no one is going to hate on seeing a bit of nipple and booty here and there. Custom panties? Now that'd be an upgrade.

Beyond appearance and the feeling of the game, I have a word or two to say about the game mechanics. 

1# It's way too easy. The combo meter is too forgiving, refreshing every time you make a click on anything in the game really. There should be some kind of health punishment for breaking a combo in my opinion, gaining items is not enough of a carrot to do well since that currently only relies on the overall balance of the game, which is nonexistent. You need the gamer to understand what kind of items they can receive from a certain boss and then actually really want that item to be dropped for this to work. Until you've introduced this kind of balance, the combos are pretty much pointless. You know guitar-hero? They made it jarring to lose a combo, that's what I think you need to implement. Along with that just up the difficulty a bit, make the characters strong and have the lvls reflect that. I should have a difficult time defeating the end boss who is lvl 14 when I am lvl 10. 

Also, I was completely unable to read their next spells and observe what was triggering next because there's so much on the screen at all times. You should make the character flash in certain colors to really warn the player that something is about to happen, and not rely on them reading the text of the spell, because they won't have time to do that. I was thinking maybe you could pause the game a bit for a small character animation when they do attacks. Perhaps that'd help.

2# Like other people on here said, the low level characters are slightly annoying. I understand you're going for a bit of a pokemon style for that, and it could work, but without me feeling like "At least I am gaining some coins so i can buy that item I want sooner" you're not making it work.

3# The pacing of the game is nearly nonexistent. I get recipes all the time but I have no reason to craft anything because I keep winning everything without upgrading and there's no quests to craft, and I almost complete the game before I find the final fire shard for the first quest you're introduced to... I have a ton of fun looking items in my inventory but I'm just wondering why am I not able to do anything with them? I'm thinking maybe you just drew the items before finding a purpose for them, but I'm not sure.

I noticed that most of the items simply give you bonuses currently, like the torch giving you 15 health or something. That's boring as fuck. I thought I would be able to swing it around and light up a cavern or something to progress you know? I honestly hope it's just a placeholder with the small benefits. I don't need several low level items that increase my stats because once I gain something better all of those items become obsolete.

I hope you can continue to make improvements and I look forward to the next update. It's a lot of fun for what it currently is, but obviously there's going to be areas to improve this early on.

(+3)(-1)

Oh damn that's a big review, thank you! I'll try to answer as much stuff as I can in the same order.

I'll be honest, I don't understand hat first point very well. I get that some rooms look alike, which is especially true of the ocean since it's more designed as a dungeon, but I feel like most rooms in the city are pretty identifiable overall. Of course I'd love for each room to be completely unique, but that would sadly take way too much time to do. That being said I am working on an slightly updated visual style, which should make the rooms easier to understand. What did you have in mind when you said interacting with buildings?

The art definitely takes a while, but it's also a big part of the game. I do plan on hiring other artists to help me with it eventually! And yes, I'd like the chibis to change depending on the character's rank as well, though only for rank 1, 3 and 5 in most cases, for time reasons. Also I just wanted Rose to have backboob, that's about it. She might get an alt sprite eventually, we'll see.

Thank you! I do plan to add more dialogue and character development. To be fair, this version is more of a proof of concept, this isn't the actual beginning of the game, for the most part.

That's where the character art comes into play! There will be some booty, but no nipples/genitalia. Custom panties?

I'm glad to hear you found it easy! I've actually heard the opposite most of the time. If the combo meter didn't refresh when destroying a shape / casting a spell, it would be impossible to maintain a combo when refreshing the grid. Items are one reason to reach a high combo, the second one in this version is to be able to use combo spells, which is something I need to make more clear. There are also other reasons to get a high combo in the new version I'm working on (which will also make it more of a hit to lose it), but that's for later. Also, eery fight in this demo only has 4 block colors, but there will be up to 6 in total, along with more special blocks and effects, so I think the combo system is at a pretty good place currently. I disagree with knowing in advance which items you can get from which monster however. The almanach indicates how many different items can be found on a monster and indicates which ones you've found, so it's up to the player to discover what can be obtained from which monster. As for the difficulty, the game will be easier than this demo at first, and will become harder after a point. To be honest the level I gave to each enemy was somewhat of an afterthought for this demo. Then again since skill plays a big part, it's actually possible to beat the demo at level 3 or so, the stats are only a factor. Again, you're one of the few I heard saying the demo was too easy.

Visibility is definitely a problem yeah, I've improved the UI a lot for the next demo which should make it more easily readable, flashing the enemy's sprite or deforming it in some way is good idea! I'll definitely keep that in mind ^^

There is actually a trick to avoiding random encounters, but yes, there will be a few ways to instantly dispatch them.

That's because this demo is more of a proof of concept, which is why I didn't bother too much with balancing absolutely everything. I'll do my best so that's not a problem in the next demo and final game! For now the items are mostly for alchemy purposes.

That's just how equipment works in this game, as it does in most RPGs. Some items will be required to solve certain puzzles, and sometimes these items may be equipment, but yeah I recommend selling or storing equipment you don't need anymore in general. I don't plan to change that!

And I think that about covers everything! Thanks a lot for taking the time to write this, you brought up a bunch of interesting point ^^ I'll make the next version as good as I possibly can!

(-1)

That's a most disappointing reply. But thanks for responding.

(+1)

Seems like a pretty good review and a pretty long reply discussing most points without the usual developer hyperdefensiveness...what did you find disappointing?

I was genuinely trying to help this aspiring developer to accomplish something greater than what they had in mind, as I believe was reflected in my thorough comment, but they completely disregarded my feedback. That's evidence of poor critical thinking and that this game wont ever become anything greater than a small itch.io game... I respect that they responded without anger but that's only one part of what a good developer needs when it comes to accepting feedback. Setting the bar so low that you're happy with a someone who doesnt get mad isn't beneficial for anyone. 

I've played hundreds of ecchi games in my life and I am a programmer myself so I know what sells. Everything I said would be an increadible boost to their game, despite the humoristic twist I used to be lighthearted in my critisism. 

(+3)

Bless you for appreciating backboob.

(+2)

:B