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(+1)

Warning, a rather stupidly long comment about an hour long demo and most likely missing the game's point.

 Good game, not great but very high potential. Although not a fan of "guy with beautiful women go to adventure" troupe, I enjoy the story for most of the time. I like the fact that in cutscenes or in rest, the members do exist even without talking. I also like about it's simplicity yet intriguing story, knowing well when to just go right into it, when to long story chatting and when to let the player find the story by themselves. The story also have good "wall" between funny quirky time with the girls and serious life threatening situation. It's probably just me high on coffee when playing this game but jokes are funny, even though sometime it didn't try to be joking ( WHY AM I SO FUCKING SHORT)

 And for someone who enjoy rpgmaker combat I say this game combat fine.It remind of Lisa and it's fangames, where it's repetitive yet still feel engaging. I believe I learn most of characters traits from combat, which mean you try to put characteristics in their combat animations, which is good.

Loot from battle is fine. Art is marvelous. Some enemies are interesting. Choice of location is legendary.

Can't wait for more.

 Critiques or opinions, but i believe these could be set aside by the fact its very early version and what kind of exactly this game is and the fact I am stupid, but since I wish this game have great success in the end, I dont care:

1) Skills limited by resources is good idea, as these people are not from the planet mean they have limited resources. However, the resources are abundance which remove the "limiting" aspect. I suggest to downgrade most of the scavenge reward from ammo to money or useless items that only can be sold. Equipment scavenge reward however is fine. HOWEVER, this maybe by the fact I bought alot of ammunition from the tree merchant.

2) Map enemies are sparse. I suggest increase the frequency of battle in there, but don't too much.

3) Most grouped enemies are too simple to fight especially when Virone is in the party. I suggest putting down high priority enemy in group and lower mass attack damage. Like holy damn I could one shot them with Virone attack.

4) I never sold an item, it's probably my frugal habit in RPGmaker games but most reward money (battle, scavenge, quest) can be the budget for basically everything. Kinda sad because it could be monster hunting type where monsters drop their special reward that could be sell, but that is my opinion.

I straying too far. I believe it would be still great game even nothing really change. I am probably going to regret writing this and please just ignore if it make you mad. Tq.

(+2)

Why would I feel mad? This is very valuable feed back! Thank you!

1-Yea some player already state this issue, I keep throwing ammo to the players because i fear they will be put off if lack of ammo or the difficulty are too high. Noted and will be adjust.


2,3,4 - Noted and will be adjust.

Thanks again for playing and your valuable input!

(+1)

I think the best option for 1 would be to have a sort of easy / hard mode. it doesn't need to be too complicated, just reducing how much ammo you find would be good so then players can have a choice, but ideally you could do something like how Terraria (if you know what that is) handles expert mode, in that bosses are harder but they drop powerful / gimmicky items. maybe I'm putting too much thought into this though lol

I give a lot of ammo to player because I don't want the demo to be too hard, will definitely adjust amount of ammo in the future version. 

Not sure will make difficulty mode but planning to put in a lot of hidden bosses.

Thanks for playing and the feedback!

(+1)

yeah, neato. If you're going to have secret bosses then I don't reckon a difficulty mode is necessary, especially if finding them feels as rewarding as finding the hidden bunker without a guide. Love the game so far, it's definitely one of my favourite size games already!