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Review time!

Never played this before or saw any gameplay, just the artwork you post. Also played a bit of Battledemons before, so i expected similar music (idk why, even from the artwork this has a clearly more emotional and profound theme to it).

Anyhow, i actually like that the music is slower and less lively than in Battledemons, it fits the dreamlike symbolic visuals way better that way. I guess this also has the custom NW.js engine in use as Battledemons, so nice going there, no bugs encountered in either game. 

The only gripes with the engine would be the missing option for fullscreen, because im just not used to the small window, especially in that aspect ratio. However when just maximizing the window, it also feels off, because you can tell its made for the smaller resolution. So no easy fix there i guess.

Another slightly annoying thing was the red font on the gray dialogue box. Maybe its just me, but i found it hard to read sometimes.

Gotta say, im not very far into the game yet, i found the younger me with Sarah and have to think about how to progress. Combat seems pretty unforgiving, but i also chose the "let me figure things out on my own" option, so that may be the reason i perish lol. But im curious about the story and how things connect. Some things like Sarah being into aquatic life is a nice primer for the whole whale sequence later in her life that i already saw.


And to be honest, i was one of the guys who criticized the style way back, but seeing it in action is really a different thing. Bonus points for having a clear vision and staying the course.

It's actually not the same engine, would have been nice if it was. Battledemons was a collaboration I did with two friends, one them an actual programmer, this is something I am working on myself. Thus its rpgmaker, I cannot do any actual programming on my own. Forcing rpgmaker to do what I want comes with its own set of challenges. There is a fullscreen version but it is a different build for now, you can find it among the download options. There are also ways to skip ahead, instructions can be found in the devlogs, if you want to clear act 1 and then change to a fullscreen build. No save transfers yet unfortunately. 

The game is long, about 7-8 hours now with the first chapter ending done, art has been progressively been getting better as I have kept working around the clock. I will rework a lot of old assets once I am completely done with chapter 1. Combat might have been easier if you did take the tutorial but here are some tips: 

Check your inventory moods and cards make a huge difference, often situationally. Try to reach level five, grinding a bit early will make the later parts easier, but they can definitely be cleared without grinding. Healing skills can be used outside of combat. Curse works sort of like poison and can affect you outside of combat if you do not remove it. 

After the lake, and hopefully getting to lv 5, you should head back to the tree and then head upwards to the hospital area. At the end there is a rope which you can use at the well. It takes you to the act 1 endgame, there are four acts in this chapter. 

I have been thinking about changing the red color and eventually having different colors for names and other pieces of key information, this will be done when I get to polish.  

Act 2 really ramps things up, concerning alternatives in combat and the pacing of the story, Act 3 even more so. Good luck, hope you play more! 

Thank you for your thoughts. 

Man im so dumb these days, of course theres a fullscreen version. I just downloaded the one i read as "Windows Edition" because of all the Linux talk lmao, will check this out this one then. Now that you talk about the curse things get clearer for me, but you may think about a proper status effect overview, because i was wondering what exactly damaged me outside of combat (or maybe i just missed that too). I figured out the cards after the second encounter or so and i pretty much used the "optimized" build without pressing the button to do it for me, except for one slot i think.

Anyway pretty cool stuff for not doing much programming on your part. Really admirable how you grind out your art too.

(+1)

Curse is explained as a part of the tutorial, I want to add a status effect symbol outside of combat for it too at some point, but that goes on the polish list. I want to grind through all of the story content for chapter 1 before I seriously start fixing and improving things. There are a lot of small issues here and there, and some major ones,  I will look over it properly when all of the story is in there.