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(+1)

Finally, some good fukin feedback :D.  I've been wanting this for a while you see.  Well lets get into the nitty and gritty of it. Firstly, yes I've been thinking that the tutorial doesn't explain everything and that I've forgotten to add some parts which I had planned. For example. It is possible to hide the text box. I had meant to add that to the beginning as yet another tutorial page but completely forgot, anyway "Right click" hides text box. Sorry about that. 

As for adding links and such, I have no idea how to do that. I'm not a programmer so I will need to see if I can find a plugin that does this somehow, though I hadn't thought of this at all so thanks :D. Next, lets see, ah. The un-equipable weapons, honestly, I'm on the fence about that one. My plan was/is to tie each weapon to a specific costume i.e daggers to a rogue costume, swords to a warrior costume etc etc. Instead of a class system since that would not be necessary with the way leveling work in this game so the reason they are locked right now is because I don't have that and it would feel/look weird to equip Julia with a dagger but then her battle bust shows a staff. Adding art is the most time consuming and I'm more focused with getting the story to come along.

This feels like a cherry on top kind of feature and it's not as important right now, also because I'm going to need help making the different outfits for each girl depending on which weapon they use.

The reason the main character doesn't have any spells is because, one, he's not a mage and two because he will get his own unique type of magic....Spoiler alert! Sorry. He won't be casting the same spells as Julia but he can still be built as a mage, later on that is. 

I'm sure that I've added a bonfire page to the tutorial and if time mattered in this game I would have mentioned that. But to be on the safe side I'll add an extra line that mentions that time doesn't matter :D.

The spawns are a bit too much, I'll admit. I'm planning on increasing it from 40 steps to 70+ and adding skills/items that lower/increase the spawn rate. 

I'm not sure about the battle bgm, I feel like there needs to be an kind of cue that tells the player "We are in battle, Fight!". I guess a visual change could be enough but having having both a visual and audio change feels more...impactful? I guess if it happens to frequently then it gets annoying but I'll leave as is for now, will check if it's better once I've made the battles less frequent. 

Auto-attack might be a problem, if the engine as a built in auto-battler then I can add it without worry but if not then everyone's saves will stop working on the next build. But holding the "OK" key should act like an auto-attack function since it keeps repeating as your holding it down. Will have to mark this down for later. 

As for the ATB, honestly, that shouldn't even be in the options menu. You turn is determined by your "AGI" stat, the more you have the faster your turn arrives. High enough "agi" gives you a turn every 0.2 seconds. At some point the player will most likely be in battle for less than a second  or two at a time, given he is strong enough to beat the enemies in a single hit. Will see if I can remove it, if not, then I'll add some info as to what it does. Just leave it at the maximum and that is it. Not explained, I know. You just don't realize how much your missing until someone reminds you :D.

Can't do much with the zoom, I haven't zoomed the game out. I've changed the resolution to 1920x1080. This is why you have a broader field of view. I'll check if I can add that to the options menu so that the player can choose his own resolution otherwise there isn't much I can do here unless I want to corrupt everyone's save files. 

The jumping between tiles is something I want the player to figure out, the reason I chose to do it is for the simple fact that I want the player to try things out, see what works and what doesn't.  Why? Because I will be adding/have added secret areas into the game that I want the players to find on their own. Areas that will be using this ingame knowledge like "Oh, so I can jump over this gap. Wonder where else I can jump". I want to give the player the tools and then leave them to do whatever. Obviously not everyone will figure it out and that is the point. Holding the players hands is not something I like in games. I don't mind you hinting at things but just adding a big ass sign that says go here and do this isn't to my liking. But with all said, I know this is subjective. I'll see if I can make the hints a bit more obvious.

The boss at the end, he isn't immortal. You said you quit there but....Sigh, I spent so much time on his mechanics, even though they are somewhat simple in design. Didn't you find it weird that he never attacked? What was he doing? What kind of thoughts ran through your mind when you saw that your attacks didn't do anything to him. What was he doing to begin with and why? SPOLER ALERT!!!! This boss doesn't attack, he only summons slimes. Keep killing them and you will see a visual change to his appearance. Continue and he will die. 

Was it hard even with Julia in your party? Never mind, I've already decided that I will be decreasing the amount needed to level a stat so this, should, lower the grind needed to get to the enemies strength. I will also be lowering the stats of the enemies at the start of the game but ramp it back up later on though this change will only be seen once I've released the next build. 

As for the art and Julias Phat ass :D, gonna be real with you fam. I'm a member of Adonitology. But! I'm no fool, your next companion is more normal looking. Have to cater to the casuals you see  ;P.

Thanks for the feedback man, much appreciated :D. I'll see what I can do with what you've given me. 

lol, I guess you may have overestimated the intelligence and patience of your target audience :D

Nowadays people expect a lot more hand holding from games, compared to the good old times. Even I got used to the in-game helper systems, which  literally tell me everything I need to do.

The only person who bothered to throw a comment besides me, "Neversaynever" also complained about the difficulty, but his bigger problem was probably, that he got lost in the forest without a map or a magic arrow pointing in the right direction xD

Compared to him I got further :D

But to be honest, now that I think it over, giving up at the eye-monster was due to my fault, because I started to cheat when we had to kill the bandits in their big camp before the ruins.

In the event, when the bandits were quickly repedately coming at us also connects to my problem with the BGM. I was quickly 1-hit killing every bandit, eliminating them group-after-group, and it was very annoying that the BGM restarted everytime. It was supposed to be one event, there was no need to restart the BGM at each fight.

Also, please at least consider giving different battle BGMs on different maps. It is very lame, that I get to hear the same standard RPG Maker BGM both in the ancient ruins, in the forest, and in the fight with the bandits. It just ruins the atmosphere.

Maybe what about gradually increasing the speed of the on-map BGM in battles, then gradually decreasing it back to normal speed out of the battles?

And besides wether the battle music is fitting the map or not, it is annoying to hear it reset every time, because while I'm gathering stat points, I'm just doing routine work of killing monsters without thinking, so at that time I do not need hear the "We are in battle, Fight!" "impact", as I just want to chill out, stop thinking about things, and enjoy the music and the fantasy atmosphere of the game.

So back to the problem, I cheated out on the process of gathering stat points, because I felt too much frustrated to do an other monster-farming run-in-circles take-your-time feat.

Soo.... when I was at the eye-monster, I was not defeated, instead I got into an infinite loop, because my AGI was too high, the poor thing didn't even had a chance to do anything, the monster never had a turn no act. Yes, immediately after my one-hit-kill ultimate attack, it has thrown out 3 slimes, which I have defeated in the same turn I zeroed the health bar of the main monster, but after that I got stuck, repedately hitting the main monster with my ultimate strikes, still in the same first turn of the fight, and not getting through it, so I tought it is a scipted event, which the user must lose, so I got angry and rage-quitted. Sorry ;)


I'll check out later whether I can get past the eye-monster with lower AGI, and play the rest of the game later.

(+1)

Ahh, now it makes sense. That thing needs to lose 1% of his life before he starts spawning enemies. My fault, the game isn't balanced as well as I thought. I think I'll do the opposite of what I had intended for the next build, I'll lower the enemy stats and keep the requirements for leveling a stat as is instead.  The fact that people cheat so very early on says a lot about the balance. Need to work on that. 

I think I'll change the camp event as well, make it a consecutive battle instead of each battle individually. This should keep the battle bgm going until the end of the event, this way it won't be as jarring.  

Thanks :)

And uh, sorry to add this, but if you change the camp event, please also surround the camp gate with event starting points, because first I casually walked around it, right into the bandit camp, past the two guards who were supposed to be guarding the gate. I first looked into every bandit tent and checked every barrel for loot (there was nothing of course), and after I was coming out of the bandit camp, I walked into the event starting point and the guards ran to me yelling what am I doing here, like they haven't seen me casually walking past through them.

:D

(+1)

HA! That is how it was before but it got so annoying having to change the event progression slightly depending on where you where standing when you triggered the event. Will place invisible walls to keep the player from entering the camp :D