Noted! Thanks for the feedback!
BisuketDream
Creator of
Recent community posts
For Frieren, that was intentional since she has more scenes than the other characters. But for Tifa, that’s probably a bug.
That said, the reward values are still temporary right now. The rewards balance is still pretty loose and will likely be adjusted further in the future. Thanks for the feedback!
To explain the design side of it, hitting the Green zone gives a bonus equal to 3 seconds, Yellow gives 1 second, and Red removes 1 second. Of course, if you are not hitting Perfect consistently, I understand why it can feel like “what is the point?” My intention was simply to reward players who perform better.
The original idea behind the system was to make scoring feel a bit like rhythm games, where hitting Bad might cost score but not necessarily break Combo, for example. During development, I decided to put the Combo idea on hold until I can find a better way to implement it later.
From my own testing, it is possible to clear the minigames without buying upgrades if you play carefully enough, so I felt the balance was acceptable. My thought was that if the game feels too difficult, players could try buying upgrades first. Once all upgrades are unlocked, the game honestly becomes much easier.
That said, I do agree that having Bad (Red zone) and running out of time give the same penalty should not happen. I will definitely fix that.
Thanks for the detailed feedback. I really appreciate you taking the time!
About Aspect ratio: Could you try pressing Win + Up to maximize the window? The game window can be freely resized, but the aspect ratio is fixed since the game is designed for portrait mode only. I'll find the proper way to make sure the window size won't get cut out on any screen resolution.
About Spin minigame: I’ve replied to your other comment about this, and I understand your frustration. I’ll be adjusting it in the next version.
Quick explanation: All minigame timers have 3 states based on how much time is left. Green = Perfect, Yellow = Good, and Red = Bad (which also applies when the timer runs out). So, I’ll take another look at the balance.
About Content/direction: That’s a fair question. The gameplay is still in an early stage of development. As a solo developer, I need to keep things simple for now, both in terms of gameplay and content, and gradually expand without making it too complex. BTW, I really appreciate your suggestion and will explore if they can fit with my design.
Thanks for playing and for the honest feedback!
