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(+1)

I really liked this as far as JRPG style games go.

Played until partway into the castle, shortly after the repeating room with three doors.

Music is really nice and generally fits the places and moods well.

Some parts are noticeably silent and lack sound effects. The very beginning of the game is the most obvious example.

I hate the walk speed when going diagonally. Either don't normalize the vector or if that's not acceptable because of the whole monster dodging thing eliminate diagonal walking entirely.

On a related note, the walk animation could need some syncing up to the walk speed.

The intro feels a bit long winded and it feels weird to be able to just walk into houses in a modern day setting. Some of the houses are also weirdly tiny.

Graphics are barebones but pleasant.

I like the negotiation/recruiting mechanic but once you know the dialog choices for a monster you can just recruit it over and over it seems.

As Dreamcast said the writing and dialog is really enjoyable. Lots of character there.

Please, please add some corner avoidance. Getting through doorways and tight passages was often a chore.

Difficulty seems to ramp up quickly leading me to believe this game will require quite some grind. Not a huge fan but then again I'm generally not into the genre.

I liked that little quest with Shroseph using the negotiation feature.

Why the fuck is X the back button? Make it B.

I'd like an option to make running require holding the button instead of it being a toggle.

When I used the type chart outside of battle it froze the game.

Okay god FUCKING damn it I swore we fixed the type chart issue. Fuck. 

Also, in regards to movement speed, you can run with Shift. I'm going to try and explain that in-game somehow.

Great feedback all-around.

I just realized you already mentioned the run button lmao I'm dense

(+2)

Thanks for checking out the game and giving us your thoughts! I'm going through all of the feedback we got and making fixes. We plan on going through and giving all of the encounters a few balance passes, so we'll probably tune some of the fights back a big especially with considerations of the new combo mechanics. We'll also be doing the same with the maps and dialogue. Lots of polishing to be done.

I've updated the diagonal walk speed for the next release to use a "true normalized" vector (instead of the rounding we were doing in this release), then snapping the sprite's visual while storing the decimal position internally. Trying to get diagonal movement down right while working with the low internal resolution constraint has been an interesting challenge. We're trying a few different options to see what works best.

I've also added corner avoidance for the next release. This is a great suggestion. We also plan on adding a keybind menu so you can set the buttons however you like. Run toggle is also a good idea. Type chart crash should also be fixed.