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(1 edit)

Finally got around to playing this, a few points:

* My antivirus kept flagging the game as malware.

* If possible, make cutscenes able to be played faster

* Make it clear you can save at any time, like in the beginning write "make sure you save often (you can save at any time from the menu!)" just in case.

* The initial fights against the slimes on normal difficulty are not fun at all (not sure if that's intentional due to them being optional), but having enemies whose ability lets them restore enough hp to negate 2.5 attacks from you seems pretty unfun, and having to defeat three of these makes it a slog. Perhaps buff player's attack to make these go a little faster, or make it clear you should avoid them, especially as fights give no XP.

* Other fights similarly seem to be drawn out - the eyeball thing's main attack is Darkness, which lowers your accuracy, drawing the fight out longer. To try and learn this you have to Echo it twice, then Vibe (if you have it) twice to get the point back to continue, which feels tedious. Consider increasing the starting Focus to 15 or something.

* The red slimes oneshot me. There's no telegraphing they're that powerful besides them turning up in more "secret" areas.

* ...why is Regular Pat a cameo in your game?

* On my first playthrough the cutscene didn't work properly and never scrolled all the way down to reveal the gf and snow

* The door slamming sfx is a little loud and startling

* Boss music has an awkward pause at the end

* It's a little hard to tell what's interactable and what isn't in the game. I'm the kind of person who inspects everything so it wasn't too bad but for people unfamiliar with the game they may not know they can do this.

* Mention the other keys in the controls at the start, you mention arrow keys, shift and Esc but not how to interact etc (may be useful for completeness or in case there is more than one button, I know you have to press enter to go forward anyway but it'd be good to say).

* The game seems to get brighter on scene transition - check the "darken the map" flag doesn't need reapplying each time before the lights go on.

* Perhaps consider making the first time you Echo Vibe be a success, to ease players into the fact they can learn skills permenantly if they do it often enough - in my playthrough it took about 6 attempts and players may not realise they can keep the skills permenantly.

* Status effects do not show up in menus or on characters so it is hard to know if they are in effect. (except Silence, Sleep and Afraid on the player, enemies state them in plaintext but it's not consistent between the two sides)

* What is the point of the focus-restoring items in the vending machine if they are both strictly worse than the completely free Vibe ability, which can also be used in the menu for free? I understand this is a demo so is possibly for convenience but it makes them pointless. Same with the gf character and Focus/Cheer/Heal, you can heal for free.

* Consider adding a save sound effect so people are safe in the comfort of knowing they did indeed save.

* Is the focus restored when attacking in battle based on damage dealt? If so, if you ever get to 0 with gf, you can't get more due to their poor attack. Is this when you're supposed to use the incredibly expensive focus restoring items? If so that makes her even more unhelpful.

* Fire Rock is also called Hot Rock, make sure it's consistent!

* Not sure how you're supposed to get past the ghosts, one you can fight but chipping away at it with 3 damage per Darkness takes forever and I don't think I should do that.

* In the room with the blue slime there is a tile that cannot be crossed or interacted with for no reason.

Overall it has some promise but didn't feel too exciting just yet. I did like the copy mechanic, I thought that was neat! I played a couple times on both difficulties and found the earlygame was a little boring but when you get new abilities it picks up a little. If you find the gf character, they aren't super helpful as they cannot help outside of healing etc (which makes sense as a white mage, but in a pinch their melee attack often does 0, which seems a little cruel).

It was fine, just needs some improvements to be good!

(see my results screen, I didn't Echo fire from the red slimes because I was too worried about their damage/couldn't be bothered to go back after I got the Hot Rock, didn't want to fight Regular Pat for Rainbow and couldn't go past the ghosts).

Thought I'd come back to this! I'm still thinking about the game after a few days so I must've enjoyed it more than I had first thought. Sorry if anything I said sounded too mean, I realised that it's obviously a demo so a lot of things aren't in place yet so I'm sorry for writing a huge list of issues, that wasn't very nice. I hope it didn't annoy you or anything!

I just wanted to say in short: It was an interesting concept and I'm really excited to see where it goes from here, it had an interesting silly plot and theme, the characters were cool and cute-looking and I'm interested in seeing where it goes from here! Like I had said, the mechanics feel a little rough at the moment (and I know with RPG Maker games like these the actual RPG mechanics are actually more of a pain and a backseat to other stuff) and don't matter that much as long as the story, art, theming etc is good, but let me know if you think any of what I said may help :) it was a fun, quirky game and I want to see it be the best it can be! Good luck and keep it up, I'll be excited for when the next demo comes out!

And heck, the fact that I came back to write more means I've been thinking about the game for a few days, which means you definitely have some really cool ideas there :)

Keep up the good work! I don't know if you'll read these comments but I hope any of my input helps :)