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I enjoyed this entry, as the overall production quality and polish were both top-notch, and the gameplay was solid though not groundbreaking; there are certainly a lot of small improvements which I'd like to see in a full version, mostly pertaining to the combat - while the fights were reasonably balanced (after you break the level 1 barrier at least), I can't say they felt particularly dynamic, and not for lack of quality battlers as those were all fantastic.

Things to consider for future iterations:

  • Attack animations were in general too slow and didn't have a lot of oomph - I didn't feel impact, save for a few special attacks (mostly from enemies).
  • MP... doesn't do a whole lot. You don't need MP potions because you only scan the boss once, and by the time you could use B. Bash enough to deplete your MP you'd probably level up. Feels like there were supposed to be more MP skills and they were cut due to scope constraints, but I could be wrong.
  • The Shift mechanic was neat on paper, but didn't really do much in practice since it's symmetrical. You can Shift into Rush then Shift back, but it isn't practical. Honestly, Shift should not take your turn, and should cost MP (instead of Regenerating it) or something along those lines.
  • Lots of gameplay mechanics teased but not used. On the one hand this shows a design vision for the full game, but on the other it's a bit of a let down if you were expecting (for instance) an Elements system or Steal mechanic.
  • Sandstorms were annoying. I like the idea of global effects in combat but miss chance was probably not the best one to start with.
  • The plot hooks are just a tad underdeveloped. Part of the point of the prologue is a meeting of random chance, which is fine, but it seems like a jump to go from where the ending leaves off to where the intro shows the group.

Just to be clear, the above are largely small issues and I believe overall this is a great start. Additionally, the things which were done well (detailed extensively in other comments) are done extremely well.

Good job to the team!

Thank you for playing the game and thank you for the feedback.  We think all the points you mentioned are absolutely true. Fortunately, a lot of them are corrected on the full game (like shift not costing you the whole round, it does not regenerate mp/hp though, that was done on this jam to make it worth it, a bit or having a more consistent plot). Mostly, was because of the lack of time and it was our first try on the MZ engine. 

the sandstorms, yeah...is as you mentioned it, we wanted to show are weather system, but yeah, missing is one of the most frustrating outcomes in any battle, but there was no many weathers you can exploit on a dessert, maybe if it was less punishing would've been better.

Also important to mention, this will be updated as the jam ends, as we want to add some  to it (like a proper ending that shows why the are together in a campfire, add /edit animations (some of them doesnt even have sound) and overall, implement all the feedback given.

Glad to hear that all the critique you have given, you consider it small issues and overall you have a good experience. The full game first episode will launch episode will be released REALLY soon, hope you can play it.

Again, thanks!