Hi! Thank you very much for playing and leaving feedback! <3
Sorry for taking so long to respond; IRL stuff has been keeping me busy! I haven't coded at all since the last Demo Day, in fact. But I've been working on world design and doing some in-depth planning for the battle effects system nevertheless. It is supposed to be the centerpiece of the game and probably its most complex system, so I only wanna commit it to code when it has a solid backbone.
Now what? I've checked out landmarks and such, is it all just combat?
In this build, yeah... but even in future versions, you're supposed to spend a big chunk of gameplay time in the battle screen. This is why I'll do everything in my power to bring forth a combat system that stays true to the essence of turn-based JRPGs while incorporating some lessons from more popular genres. I'm betting on two proprietary systems: Style, that scores and rewards you for playing knowledgeably; and Panic, that conversely ramps up enemy AI if you're playing TOO well. Last year, my best friend gifted me Balatro, one of the biggest hits of the decade (and ultimately a turn-based game!) and playing it helped me consolidate many of the ideas I was developing.
But one of my big plans for the long term, outside of combat, is to implement a blobber system, accessible only from the landmarks at first, then later expand it into an open-world where each tile on the world map becomes a 20x20 area explorable in first person. While I'm not actively implementing it at the moment (much to learn until then...) I've been looking at lists of UNESCO sites and other landmarks around the world, taking inspiration, and tagging them... until the right time comes.
I guess it's OK, seems like a weaker neo savenger, and the skill system is nice. Plot-wise, I'm not really invested. I think it's more of a case than show not tell. I know there's a world here, but I'd rather not read a lore book. I'd like meet characters that drive the story and figure out the world as I play.
Sounds like I've gotta check out that game, then! My primary influence is the Dokapon series, but this being my life's work, there's a bit of everything I've ever played (or otherwise consumed) in my project. Thanks for the rec!
As for the plot, the current builds are still very early prototypes. I want to perfect the game engine completely (menus, battle, exploration...) before focusing on story content. I'm inspired by Black Isle Studios, Avellone-era Obsidian, and FromSoft for the way I aim to present the lore and quests in 18-28-38-48. Thanks to the minimalistic presentation and simple implementation (based on TXT files, basically), I hope that – not only will I be able to write a massive number of characters and interactions for this setting, but also anyone whomst takes an interest in the project and wants to contribute!
Is Brock white Obama?
Just regular Obama after prolonged exposure to Obamium (it has color-warping properties).




This is what the executable looks like for me. It does not respond to the TAB key. The screen also starts cut off to the left of the display, but I moved the window to take the screencap.