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Oh they're on UE4 these days, with 5 in early access. But that's fair, use whatever works best for you.

As for the other. It's one of those things where the fault pretty much always lies with the dev. If players are missing what you added, it means you didn't present your idea in a way the player picked up. But hey don't feel too bad, one of my game's two major mechanics was actually cited as a bug versus a feature. The awkward part is, you actually need it to win so people just thought even the first area was unbeatable,  and thus never played the other 10 areas, nor fought any of the 6 bosses. Oops.

//shrugs

Things happen. Though it was actually explained in the game, clearly not in a way the players caught (at least on average). So the fault is mine for not teaching them in a better way. A harsh lesson for next time, but that's okay. This isn't exactly my "magnum opus", it's a one month game jam game I tried waaaaaaay too hard to be unique with. I won't  fault the players for my poor game design.  I'll just do better next time.

I guess it really just comes down to how you look at it. At the end of the day, no player cares about your personal challenge, they only care about if the game is fun.  And if you're exceedingly lucky, a small group will be nice enough to share how they played it, offering a valuable window into the minds of your audience. You just can't be too surprised when at the front door of your game, instead of finding a key, they bash their head into it until it opens. ;)

(2 edits)

I mean, my tutorial pretty explicitly states the conditions where you don't do damage and does so when you first encounter enemies that use the mechanic. Your skills relating to the mechanic also mention the damage mechanic if you decide to use then before the tutorial. I could have made my stockpile skills more clear, but the name is stockpile and one tutorials explains generating items for later use or party use.

Like I said though, I'm probably just going to use a different software to work on my games from now on. RPGM is too limited and a pain to have to fight against to get my stuff working.

One mechanic of mine that was definitely a hit or miss was the lighting mechanic. This definitely needed to be made more clear. There are two separate sets of clues for this. One was too subtle and one was optional.
One of the signs mentions checking your inventory and two signs mention bringing a light. In your inventory a "Light" item and one of your characters has a skill of the same name. These mention lightening up dark places among other uses.
The other clue was during the second mandatory conversation, where it mentions stones as long lasting potions and being able to use potions instead of stones. (It seemed most/all players missed this clue). Entering the cave triggers a conversation about light stones running out. This clue was meant to be more subtle, but was too subtle as many players didn't realize what these clues meant.
I intend to fix this by having more obvious text about it instead of being subtle and making signs more obvious.

While I did try to make my game fun for players, like I said, one of the goals was to show what can be done without plugins.

Also, sounds like your game made it through the round, unlike mine. Drifty told me (and I think several others) better luck on the next one, which is generally a pretty direct: you failed. He didn't say that with yours.