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Nice work! So here are my thoughts:

  • The Flash game aesthetic is a difficult and dangerous style to pull off (I speak from experience). I'd recommend at least getting a lot of feedback from artists to make sure you get it just right for it to look good.
  • No clicking the text box to advance? Let me cultivate my carpal tunnel syndrome!
  • Using something to differentiate Dialogue and Action text would be good, like Madodev said
  • I'd recommend adding a lot more flair to the character sprites during scenes, as the "talking PNGs" effect is harsh. A little breathing animation, some varying poses, animations for coming in-and-out etc. Try to put in the work in these scenes to avoid the VN-hater effect
  • I'd recommend a lower angle for battles, the current one doesn't look too appealing. Try the Orthogonal camera mode for a sick 2D-ish look that I think would go well with your artstyle for 2D and 3D.
  • Zooming the camera way in for some sick angles during combat would do wonders, I think.
  • I think units that've already acted should be a little darker.
  • I'm not sure about bows having only 1 cell of range, that seems like a spear thing.
  • This is something for the future, but please avoid the typical pitfall of TRPGs that is to constantly bend and break the combat rules for "variety" and "surprises". Keep the systems consistent and focus on their own depth and exploring it instead of cheap tricks to keep your players engaged.  Make it feel like playing against several chess masters, instead of against your little brother that suddenly says his king "powered up" and is now a queen after turn 3.

Thanks for playing!

I wasn't actually going for a flash game aesthetic, I was moreso trying to replicate the look of low-budget VNs like Higurashi, Umineko, and Tsukihime, but the fact that it currently gives off flash game vibes is good to note.

I'm still fiddling with the camera movement. I think for next time I want to experiment with free camera movement similar to FE3H.

Thanks for the feedback!