Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Beastly Fables

7
Posts
2
Followers
1
Following
A member registered May 27, 2025 · View creator page →

Recent community posts

(1 edit)

No problem at all!

We tested the game on a less common monitor resolution of 1920×1200, in case that’s useful. As for item usage, we ended up focusing mostly on coin upgrades, which meant we were earning money much faster than we could spend it. We were then able to upgrade damage and health tons. This started becoming noticeable after about five or six rounds.

Thanks again, and we really enjoyed checking it out!

Thanks for sharing this, that’s very generous! We're excited to check it out! We’ll share anything we make with it and ensure we credit the engine in the intro.

Thanks! The image helped a lot. We’re working on an interactive western game, and a card game is pretty much a given. We’ll be picking this up— We appreciate the work you put into it! 

Hey there,

This asset looks really solid and like something we might want to use in a future project.

Just wanted to double-check how customizable it is. Are things like the music/sound, names, backgrounds, or on-screen text easy to swap out when using it in-game? If so, where would those changes usually be made? In the script or elsewhere?

Thanks in advance, and nice work on the asset!

Hello!

Thanks for allowing us the opportunity to view your project - in - progress! 

Your skill does show in certain areas of the games creation, to include features we, ourselves, don't even know how to build yet, such as the character portraits in the bottom left, or the animation movement you had on screen. Good work there! 

We noticed a few periods missing at the end of sentences towards the beginning of the game. 

What's needed most is sound for sure. Music in the main menu, in-game, and / or ambiance too. We've personally used pixabay.com for free music and sfx, perhaps you could find something there. Our pro-tip is seek out sounds that you find are most pleasing to the ear. Find sounds / music that don't get annoying for you to listen to on repeat. 

You can put music in the main menu by using the following command at or near the top of your game:
-------

label before_main_menu:

$ renpy.music.play("audio/music/silent-waves-instrumental-333295 by I_Fisher.ogg", channel="music", loop=True,)

return

-------
You may not have the same folder paths that we do, if there are no separation folders, then just put the name of the soundtrack only. Be sure to change the name of the audio track to your own, too! 

We understand that you're new to visual novel creation but applaud the dedication you've shown so far. We're working on our first visual novel game as well and acknowledge just how much goes into what developers create. 

The writing of Sankakkei can be a little confusing at times, more specifically after arriving at, we believe it was the school or classroom? Later when you feel up for it, cruising through that and working on tightening up the writing should help. Just look for anything you don't need that you can cut out, anything that can be improved to write a little clearer, things such as that.

This is simply our opinion, but we found it a little much to read through every character's introduction practically at the same time. We understand that's because of the setting, but perhaps there's a neater way that it can be written in the future? 

In our project, we focus on slow character introduction. We only ever introduce two at most at a time, (our goal is one at a time) and then we write something to give the player a reason to remember them, it could be something good, something bad, something intriguing. Give the player some time to get to know them. Then move the story along, and then introduce the next character after that.

Imagine though if we did that with every character at the same time - it can get a bit overwhelming and difficult to remember characters. In this particular setting of yours though, maybe there's a way the introductions can be shortened or otherwise spaced out throughout the story? 

We're not asking or telling you to re-write what you have, but for future projects or parts, perhaps that's something you could experiment with. 

We read that you were struggling a bit with fonts... it's not as difficult as you may think!

  • 1. Download a font from a free font website, ensuring that it is a commercial-use font, if you allow donations or ask users to pay for your game.

    2. In Ren'py, create a font folder in your game folder, and put the font in game/fonts/

  • 3. Under the GUI option on the Ren'py Launcher screen, navigate to the gui and add this to the gui.rpy screen: 

    define gui.text_font = "fonts/YourFontHere.ttf"

  • 4. Restart game. 

    It's nice to step out of that default ren'py font since it's used so much.

  • We like that this appears to be all hand-drawn! That is a very valuable and respectable skill to have, especially when creating visual novels. We hope you continue to pursue that talent! We're a bit jealous, as we have to commission all of our artwork!

    You're on the right track, whatever you do, don't stop writing or pursuing this passion. You will gain experience overtime, just like we are.

    We hope that you find some of this feedback useful and wish you the best of luck with continuing your project!

    Until next tale,
     - Beastly Fables

    Hello! We completed your game with the Witch class and wanted to, as requested, provide the following feedback:

    General thoughts: 
    Thanks for allowing us the opportunity to play-test your creation! We're currently developing a game ourselves and it's always a pleasure to see what other developers are working on!

    The concept of this game is very neat and not something we've seen before, and we enjoyed it. There's room for expansion, should you desire it. 

    It was observed that there was a bit of a difference of music genre used between the Intro / outro screens, and the actual game play music. While this didn't bother us, it could sit strangely with others. 

    We were able to pwn the game with the Witch.

    Suggestions / fixes:

    1. This suggestion is more 'stupid-proofing' than anything else, we thought that presenting text such as 'Select column' on the very first column row selection screen would be helpful. We saw the arrows but for a moment, weren't completely sure what they meant.

    2. We thought it would well to suggest 'Item shop' text on the top of the buy screen, or something of similar indication.

    3. We noticed that when the buy screen is up, it blocks off part of the information presented beneath the character on the right side, to include health. We used health gain items at that point but could only see part of our health. This isn't the biggest problem ever, since this is a short game, but something we wanted to note.

    4. We didn't end up using items too much (our inventory filled up) and thought it would be well to suggest a way to rid of purchased items, such as the ones that affect the rooms, while in the buy screen in case we desired other items.

    That is all we observed during our play-through. Thanks again for providing us the opportunity and congrats on the game release!

    Until next tale,
    - Beastly Fables


    Thank you! 

    We have this set up in our upcoming project, and we've made sure to add your name to our game credits in the 'About' screen. 

    Now to finish to project...