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(1 edit)

Hey, thanks for the detailed feedback!

It was my first game, so I found near the end that it suffered from a few design flaws.

Balancing the grind seemed especially difficult. The scaling at the end was a bit too soft, whereas at the beginning the odds seemed insurmountable (100k, guild debt, ...).

The interactions with Illiana in retrospect should have been more in person, maybe by summoning her temporarily. 

The performance hits probably occurred at the boardgame  (running pathfinding, etc not ideally) and at the gallery and inventories, where I was too lazy to make thumbnails and just live-scaled down all the pictures and icons from 512x512 

My next game (sci-fi) will have interconnected dungeon levels (like paradroid) and I'll cut back on the grind in favour of tactics. Also "tacked on" minigames (like the dancing game...) I probably wont use any more.

Biggest design flaw was the interwoven ending two and three questline, should have kept that apart. Will plan multiple endings better in my next game, Space Journey X.

I'll fix some of the softlock issues in the final bugfix release (V0.9c) which I'll publish in a week or two.

Thanks again for your review!

y.c.

(1 edit)

Dug up a log from one of the crashes:

While running game code:
  File "game/900_GAME.rpy", line 31, in script call
    call navigate() from _call_navigate
  File "game/400_interaction/410_navigator.rpy", line 178, in script
    call screen navigate()
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "game/screens.rpy", line 243, in execute
    screen quick_menu():
  File "game/screens.rpy", line 243, in execute
    screen quick_menu():
  File "game/screens.rpy", line 248, in execute
    if quick_menu:
  File "game/screens.rpy", line 248, in <module>
    if quick_menu:
NameError: name 'quick_menu' is not defined

The performance hits probably occurred at the boardgame  (running pathfinding, etc not ideally)

Yeah, that could use caching and similar optimization techniques and that's a kind of thing where you would really like to use  godot or unity which come with set of already predefined functions for this and are better suited for the type of games you make and could speed up development significantly, however either requires some time to learn, but that's up to you; Anyways keep up the good work

That looks like a weird renpy timing issue (not part of my game code). No idea what could cause it...

In my next game I will definitely have performance in the back of my head when coding. 

I usually code on my mac and test the windows version in parallels/virtual machine, so the win code runs in an awfully slow environment. Haven't seen above issue there, though. But some timing issues with screen.rpy have occurred (especially tooltip features)