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I played the first two missions and had a look at the third, some things I noticed while playing:

  • The switch between spoken dialogue and actions ("The boy gathers his things and the two head to the training ground") isn't clear. Consider using a different font or italics or something.
  • The character art is very good (especially considering what you posted earlier on /agdg/). The strokes on your artwork are very rough though, consider using a fixed width brush and drawing the artwork at a higher resolution and then scaling it down. Evelyn looks really off, and Cassius seems to be leaning backwards.
  • Tha AI(?) backgrounds are fine.
  • Middle mousebutton for unit stats will fuck over people with laptops.
  • Controls are weird, maybe because I'm used to Fire Emblem emulator controls, but mixing mouse and keyboard feels strange regardless.
  • Cassius almost got one shot by a crit by Lucerne in the first mission, and then died the next turn. Might be coincidence, but I got a whole lot of enemy crits while playing. I think normally Fire Emblem games tune down the enemy luck stats on normal difficulties.
  • Nice, fighting bandits with axes during the first mission, feels very Fire Emblem.
  • Couldn't talk to the villager, the bandits also don't seem to target her. Don't know if she's meant as anti-turtling incentive.
  • No rescue/pair up mechanics like in some of the FE games? That would add an extra layer of depth.
  • You probably need different expressions for your characters. Seeing Lucerne grinning while seeing Simone's body is kinda strange.
  • I guess there's no way to save Simone? The art looks extremely silly here, although I don't know if I prefer the alternative well-drawn gore.

I really enjoyed it, felt very Fire Emblemlike.

Thanks for playing!

Currently there is no map dialogue with the villager (there was on my last demo but I've refactored how dialogue works since then and didn't get time to update talk targets on the map to work with the new changes). Also they're not supposed to target her. In my last demo they did and I felt like it was too much for the first real map (especially because a lot of the people playing weren't already familiar with this type of game), so I kept her in as fake anti-turtling incentive (so players may try to play fast because they think they need to save her, despite her not actually being in any danger) for now.

I'm not planning on porting over mechanics like pair-up/rescue from FE but I do have some similar mechanics planned, they just fell out of scope for this demo.

Different expressions are also planned for future demos I just didn't do it this time because art is the bane of my existence.

>I guess there's no way to save Simone

You're welcome to try ;)