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Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

So I legit love Fire Emblem games, though I don't play them nearly as much as I'd like to. That made this a lot of fun for me, for the most part. What wasn't fun, however, were some strange bugs, an inability to know what was or could be equipped by someone, the complete randomization of your starting team and some awkward unit placement. There was also an issue with the controls that I think should be fixed.

Let me start with the bugs. The first bug I encountered was when trying to trade equipment between units, resulting in a Long Bow disappearing entirely from existence. Another bug I encountered was if you tried to move onto a spot with a question mark as a knight was to spawn on the spot, which would show the knight dialogue briefly then swap to the question mark.

When trading gear around, I'd try to equip stuff but would have no indication if the item was equipped. An example is when I got a Steel Sword and tried to equip it to someone who wielded swords, only for no feedback to occur.

I had some attempts where I'd start with 6 units of decent starting level and others where I'd start with 1 unit at level 1, making it basically impossible when it came to the main stage.

I also had a map where I had 7 units, so while 5 of them were on one end of the arena where they should be, two of them ended up behind enemies lines in a place that it wouldn't even make sense for them to be in. Since I also couldn't control who went where, this naturally resulted in the death of a healer and thief.

As for the controls, I tried to play by mouse. However, I found that highlighting the commands I wanted didn't change them, yet left-click would progress things. There were many times where I wanted to do something, only for it to not execute right because I needed to ALSO use my keyboard to move the cursor on menus. Speaking of menus, I also lost a lot of full turns because I would accidentally click twice while trying to examine things and accidentally tell it to end my turn. There should be a confirmation for ending your turn, and the mouse should be capable of doing everything itself. There was also an issue when I'd get events and a character would tell me they wanted to take a go at it. It would only go by portrait and not give a name, so I didn't know who they were. Even then, if I accidentally clicked in the same spot a button was, the overlap would go through when it shouldn't. One thing I would suggest is confirmation choices on a LOT of things to avoid this, as well as giving unit names during events so a player can know who is talking.

There's a lot of potential in this game and the idea of a roguelike Fire Emblem game is really cool. It just has a lot of small issues that keep it from that goal that need to be addressed. I legit love it, though, and I want more. A lot more.

(+1)

Hey thanks so much for hosting the Jam and writing this amazing feedback!  I'll try to respond to everything I can.

"What wasn't fun, however, were some strange bugs"
I am definitely working on these, and hopefully most will be fixed in my next update cycle.  It will be much easier with your detailed bug reports!  I haven't heard of a few of these so it's really helpful.

>"an inability to know what was or could be equipped by someone"

This is something I haven't heard, but I definitively need to!  Very good note.

>"There were many times where I wanted to do something, only for it to not execute right because I needed to ALSO use my keyboard to move the cursor on menus."

Aw man, this is meant to be done with the mouse scroll wheel, but I guess that wasn't clear enough.  You are right about the controls though, I plan to make the entire game controllable by keyboard, then start slowly making the mouse controls less crappy.  Fixing that random end turn bug would be a great start.

>"I had some attempts where I'd start with 6 units of decent starting level and others where I'd start with 1 unit at level 1"

This is strange, did it happen on consecutive runs, or on restarts of the game?  No worries if you don't remember, just curious.


>"There was also an issue when I'd get events and a character would tell me they wanted to take a go at it. It would only go by portrait and not give a name, so I didn't know who they were."

Another great point, and something I'll definitively be adding!

I'm really grateful for all the amazing feedback and playtesting.  I'm glad you saw some potential in the demo, I plan to keep updating it, so hopefully these bugs will slowly disappear and get replaced with more content.

I'm glad to hear you'll be working on this more. I really want to see this game go places, so I have a new way to play Fire Emblem-style games.

I will add that unless there's a reason to not use point and click (for example, if it doesn't work in Godot) it's just better to make it point and click.

The times with units changing was on restarts. While I know it's rogue-like and thus there's some randomization, I don't feel like there should be that wild of a swing in teams. Maybe a minimum team of 4, with a guarantee that those four will all be different base jobs? That way you always have four different units, and the other potential two could be different or match the ones you have.