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Oh crud, sorry it took me so long to reply! I saw the notification but at the time I was busy, and then Itch removed the notification and I never got back to it

  • I do agree that pacified is a little too weak, and it should be more significant. It should probably happen a little more often or just have a little better of an effect. Maybe some sort of confusion effect would be better?
  • Reboot originally did restore MP but I found that it was pretty abusable in certain situations. I probably should have left it in, though.
  • Huh, I didn't realize anyone would want to have a guard as a normal option. I was replacing it because I never used in any RPG I played, but adding it as a normal skill would be fine. I technically could have 5 options in the battle menu, but I wanted to keep it to just 4 because I felt it was cleaner.
  • The android can be poisoned? I thought I made him immune... whoops!
  • There's a flee command! I blame RMMV for it not being clear; you hit left on the keyboard while choosing a command for the first party member, and a flee/fight option shows up.
  • I thought I turned off all of the TP stuff. Sounds like an RMMV bug, or maybe something with one of my plugins.
  • There are some new equippable items, but with the exception of the gun, they are hidden behind secret paths.
  • I regret not having a healing spot at the very start of the game. I think that'd help alleviate issues with drop-rates and stuff.
  • What do you mean, the dialogs were missing? That's kinda odd...

Thank you so much for the giving the game a try, and thanks for all the feedback!

    No problem.

    - Pacifist could indeed have some barrier powers, or more reliable ways to put to Sleep / Pacify. Maybe it's just the fact that healing everybody tends to slow down battle so I would rather not do anything with the Pacifist sometimes.

    - Reboot takes 2 turns so I think it would be OK to recover some MP. Combined with the Destroyer I admit it may become dangerous though.

    - Interesting that RMMV puts Flee on the left. Maybe you could put Guard there too. But to be honest there was Move/Defend in FF7 in the sub-menu on the right and I rarely used them, almost forgetting them after the tutorial. In modern UI it would probably be mapped to a dedicated keyboard/gamepad button with a visible hint, or it would have an special menu entry but the menu would be more compact on the screen (RMMV seems good to make classics but it's harder to be up-to-date... consider the work you'd need to make a battle HUD like Golden Sun (2001). Oh, wait. Someone tried: www.youtube.com/watch?v=YbygxWE6p5k&list=PL31xsaV0Hu8b7mmlK36d-OXuH648XXx0I)

    - It's nice if there are other items to expand the swapping mechanic.

    - It's not that dialogs are missing due to a bug. Just that in terms of writing, if you connect the scene before and after the battle, it seems like the characters forget to react on the battle itself, why they did it and what they wanted. For instance, the Pacifist doesn't want to kill the bees, but does it still to progress so after the battle he could say "Repose in peace" or something like that. If you pick an event battle in some RPG you'll probably see what I mean. You did it for the battle with fairies already, since the aftermath was so important.

    You may not be able to continue working on this game, but I'm eager to see your next works!