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The star of this game is definitely the writing. Fun conversation and good use of timed text. Hilarious ending.

Combat was dull with a set path to victory for every battle. I'm not even sure if the explained element mechanic was used - advantage seemed entirely based on the random rock-paper-scissors roll.

Graphics are quite a mismatch of visual styles, but worked. I really like the battle sprites and wonder if they were original or where they came from.

I have no idea what the "only once" theme use was.

Thanks for playing and the feedbacks!

I'm well aware that if you're required to explain the stuff used in your game after the fact then it's a failure on the dev's part. Nonetheless, some explanation it is then. 

Combat is meant to have a set path. The idea is to observe opponent's attack pattern and adjust your own accordingly. The patterns are over simplified for the sake of time, though I'll admit, it can still be polished.

As for the use of theme, well, I kinda played on it in a way. The flower blooms only once every 500 years. Shanghai's special skills each can be used only once per battle (though I made an error when making the potion skill, so you can spend both MP on that), and Alice said she'll trust Marisa's judgement only this onceNot the most straightforward approach, really.

I know how jarring those art shifts are though...

Again, thank you for trying it out!

Ah, I see. I'll increase the score I gave to the "Use of Theme" category.

Regarding combat, unless I was just lucky, any battle (except maybe the last one) can be beaten by spamming any attack and healing on demand. If the player was meant to only have one heal, though, then I haven't legitimately beaten the last boss yet. I had thought the boss pattern was random.