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bluelyre

15
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14
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A member registered Aug 14, 2021

Recent community posts

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Had a lot of fun with this game. You have a good thing going here. only real complaint I have is that the AOE's qte makes it kind of useless. otherwise it was a fun and cute experience.

also will parrot comments about debuffs and stuff. those would be nice to have a turn limit.

Most of what I see is good. Moment to moment gameplay is fairly solid, though VERY unforgiving early on. I'd say at the moment most of my complaints are primarily directed to the UI, which is kinda clunky. just gonna make a list.

  • the placement of the button that lets you pick abilities makes it hard to remember. I'd prefer it if your first ability is already selected, and the game would let you add or remove new abilities when leveling up after defeating enemies.
  • having QTEs to deal and reduce damage is cool, but i feel like it could use a UI to help with timing. I am assuming you know this, since the thunderstorm ability has one, so i'm just going to chalk this up to time constraints.
  • selecting characters on the combat board is a bit clunky. not really sure how to describe it.
  • map UI is something I like a lot. kind of cool to have a 3d representation. though it's kinda weird to have the camera start at the wrong side of the mountain. appreciate clicking on nodes requires a double click. gives me a chance to remember putting on abilities.

as for other stuff:

  • flamethrower basically carried me the moment I got it. damage is crazy for the cost. 
  • event nodes are outright detrimental early game, two or more in a row just kills runs. 
  • combat/event node generation on the map is wildly inconsistent. have had runs where it was just combat nodes.
  • Wouldn't mind enemies using the wait action. they flat out don't at the moment. they honestly do more damage when they're out of tp/mp.
  • feels more like a roguelite than an rpg at the moment, though mostly because it just kicks you to the main menu when your preg character is KOed. On that note i think it would be better if you kept fighting on if your non-preg character is KOed. losing them is basically a run ender anyway early game and by the time you get to act 2 it's very hard to lose in the game's current state.
  • also tutorial probably would be good. or a help menu. some stuff is hard to understand until you've had a few tries.

I'm trying my best to be constructive with my criticism for what I see in the moment. I do really like a lot about this game, I think when it's more baked it's gonna be really good. looking forward to future builds.

looking forward to it. The ending seemed to open up the possibility of a continuing narrative so more zones with different tilesets and map conditions/restrictions would be interesting. Maybe toggle-able debuffs that you can take in exchange for buffs. 

Things that would help avoiding enemies would be nice, like a short range dash that eats mp, or a one time rez teleport that brings you back to starting room. 

It would also be cool to have swappable equipment with different buffs. Like equipment that boosts the gain from drops, reduced resources from fighting enemies, or actions that the player could use to aid them. 

Mostly rambling tbh, regardless of what you do, looking forward to it. Definitely wouldn't mind additional sizes or costumes, though i get how much more effort that is. 

Definitely one of the best in this jam. looking forward to future stuff. Hope you develop this game further.

Fairly good for what is there. Parroting that income upgrades breaks the game's little progression. There probably should be passive income and money awarded on birth, but it should be capped.  

Think monetary income should be mostly relegated to a few mini-games. 

Game unprogressable after defeating first set of enemies.

Good roguelike. cards present are solid mechanically, and art is fun too. Hope to see more card types and healing options later down the line.

Like this game a lot. Good amount of card options, and good art. Encountered the bugs a lot of others have. looking forward to how this game develops.

I can tell you for a fact that it's a bug that exists due to testing on not only the mac version, but also the pc version on seperate pcs


And the birth thing is a known bug anyway. I'm talking about the hotspring bug.

It affects every spring afaik. Not just the fairy forest one. Dialogue is supposed to run at every pregnancy threshold for each character, but it's not at 300% for some reason, which I assume is tied to whatever is causing brith++ to not be added to the blessings list as intended.

It would be a mac in my case but unlikely, as when I emulated the previous version on it the hot-spring trick worked for Leah too. Might try a fresh download to see if it's just on my end, but I'm not getting actual errors so the game is probably just not properly setting the correct flag when changing costumes.

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This does work, but it's still broken for me for leah, who somehow got 'egg induction' in the blessings list after i did the breeding chambers corruption achievement.

Edit: Actually, it seems like Leah's bathing suit costume sprite is broken too. At least it is in the Mac version.

It's a full game. Don't need the original version, just download this one.

Need to reach the first safe room to get to the village.

I've been looking for a game like this for a while. 


Though it seems this game uses more keys than the normal rpg. Do you think it would be possible to include documentation on the game's controls?