Thank you very much for the critique! If you don't mind me asking, did you die from a wandering enemy or one of the static encounters? And yeah, should probably add some extra advice about the combat system at start.
BraveKing
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Very nice combination of minesweeper with dungeon crawler, definitely working as intended, love the abilities with cooldowns, items and powerups, plenty of potential to expand an idea like this, also the evil laughter from the poral when clicked.
Got to level 3 before it started to feel too hard, only real critique I have would be that all enemies besides the basic rats are goblins (although pretty nice that stronger ones get different sprites), where's the bats/undead/demons/golems/evil wizards one would expect at a dungeon too?
RTS with a full focus on macro where the micro is fully automated? Pretty interesting!
First of all, detailed tutorial with fluff, dark AI humor and even options, much appreciated! (playable bug swarm faction when?)
Mechanically things work fine, good graphics with sound effects and fancy explosion death animations and construction by stages.
One thing that feels really missing is some sort of basic tower/turret. As pointed out, right now you need to rush out buggies otherwise the enemy buggies just rush you to death. There's a reason why virtually every RTS has some sort of tower option (or many). You could then add siege units that prioritize attacking towers, just like you have the saboteur that focuses on targeting the miners (also a reason to tech up to air units). I would even say the starting main building should have some default tower, so there can be more focus on expanding and taking control of the map's resources.
Another minor suggestion, some way to automate production in buildings, so they constantly pump out a specific unit while you have the resources?
Still great work all-around, being released from the stress of microing units in an RTS feels quite good!
Yay, Touhou!
Wait, no playable Ordinary Magician Marisa Kirisame? 0/5 worst game ever! /jk
My humble suggestions:
-Basic enemy bullets should have different colors, not all white, double so when the player's hitbox is also another white dot.
-The unique mechanic is interesting and theoretically could allow for some crazy moves, but in pratice it's really hard to keep track of both characters and all the enemies and bullets to know the best moment to swap. Also I feel like both forms should have some shooting capacity so you can hit enemies directly in front of your controlled unit.
Otherwise mechanically the game is quite well implemented, nice original music and art, very nice more "serious" Reimu and original enemies Zun-style, although it feels off that the 1st boss starts dropping the plot while usually in Touhou games the first boss is some random smuck that just happened to run into the characters and barely knows anything about the plot.
An original idea, multiplying and then getting to play as your "children" after you die while managing the map food.
The start screen says you can get new abilities but seemed unable to do so.
Any reason why the population number is shown in roman numerals? I can understand it for the generation number, but it's hard to keep track of your constantly-changing population number in the current way.
Could use some basic music/sound effects, there's plenty of nice free options out there. Kudos for doing all your art.
Great to see this game going forward, still great art and music and cozy comfy atmosphere, nice to see more puzzle mechanics being added like the fairy treasures, very good tutorial to get players introduced. Game felt a bit harder than last time I played but still fair, and restarting the level is fast and easy to try out new tactics.
However got stuck in the Ninja level, where there's a hidden treasure and human picking up mushrooms seemingly due to a bug, when I open the treasure chest, the treasure shows up "null" and even if I collect the mandatory mushrooms and return home in time the next level wouldn't unlock. Still it was a quite nice touch that the human can trigger the fairy moving, always love when we can use the "enemies" to help solve a puzzle.
Very nice crafting game, always love games that allow you to play as the "monster".
Some humble suggestions:
-There should really be some basic sound effects for basic actions like mining/succesful attack/being damaged/picking up items.
-A short tutorial (or at least some help screen with basic commands) would be pretty nice too instead of throwing you into the action right away. Or some signs that show messages with basic tips placed next to the start position, so newbies can check them out while a more experienced player can just ignore them. Being thrown right into the action with lots of item crafting options but no idea what they do felt somewhat overwhelming.
-Since it's a roguelike, some sort of "score screen" that shows up when you die showing your final score and statistics like "mined X items" would be nice too instead of restarting the loop instantly.
Quite cute and charming art (even the mineable rocks have faces), background music is good too, great work so far!
The jumping mechanics work nicely and the base graphics are good too (even if most are still uncolored, at least the enemies and apples have colors since they're the most important things to watch).
And as said, beginning feels too hard, would suggest starting with no enemies right away for the player to get a feel of the jumping mechanics first.
This game is kinda unrealistic, the game I coded here seemed to actually run and I got lots of feedback posts, way more positive than real game jamming!
On a more serious note, this is a fun and original premise, race against the block crunching as many stuff as possible, loved the UI and the little "helper" in particular.
Change/add suggestions:
-There seemed to be too many "do sound" tasks compared to the other types of tasks.
-Something that seems to be lacking is good old bug hunting, some kind of minigame where you need to figure out where the error is at a part of the game and remove/fix it.
Hi, great to see you around again!
Being able to change equipment in combat is something I had considered and indeed even found a plug-in and tested it, although ended up not implementing it on any release. However your suggestion makes sense and I'll try that out for the next version (maybe with a cooldown so it can't be cheesed too much).
As for blasts triggering when interacting with events, I had noticed that problem but couldn't think of a pratical solution. However you bringing that up has actually given me a burst of inspiration and now I see a simple way of implementing it (just make the blasts a common event then use the plug-in that allows binding common events to other keyboard buttons, can't believe I couln't think of that before). That way the blast is no longer connected to the interact button and will not trigger when just chatting with NPCs, opening treasure and stuff.
Thanks a lot for the review!
Thanks for the critique, glad you enjoyed the setting and staff!
For the bat-girls, you're kinda supposed to explore a bit more and you can get another upgrade (by defeating another enemy) that would greatly help beat them, guess I should add a free heal on defeat with the characters hinting to come back after finding said upgrade.
This is quite an interesting take in the dungeoneering genre, making "combat" a direct binary check if you brought the right item to beat the enemy's weakness or not while needing to coordinate different party members.
Kudos for doing a pretty detailed tutorial to help the player learn how the game works!
The art is kinda the weak point here, there's plenty of free assets out there that could make this look quite a bit better, even as placeholders. The music loop also felt pretty short, while there didn't seem to have any combat effects for the actions, although I guess it would be quite a bit of extra work to add that kind of stuff at this early stage.
As per your feedback question, the most frustating point would be that one can't see the whole dungeon plan in one go, needing constant scrolling back and forth to can be frustating
For strategy, well, trying to grab everything, spread out the items among the party to beat each line of obstacles as best as I could.
Pretty nice work all-around, felt quite original and would love to see more like this!
The base idea is nice, but there's a rough start and feel like it introduces too many spells at once.
IMHO the game should add just something like just 3 spells at start, then slowly add more so the player can memorize them more easily.
It wasn't very evident that I needed to use a specific spell only to actually win, probably there could be some big flashing sign "YOU NEED TO USE THIS SPELL IN SPECIFIC" at the first round ><.
Also I think it's some kind of game dev sin that the same version of an enemy will need different spells to defeat. Like one of the core principles of a game is connecting visual cues, "this wolf-looking enemy was vulnerable to fireball last time I fought them, next time I see one like them I should use fireball again." Enemies that share the same sprite should share the same specific weakness.
Otherwise a good combination of graphics and music with a nice gameplay loop after you actually memorize the spells, see how far you can ge, great job!
Simple "search stuff and put them in place" game but sweet, definitely enjoyed my time with this one.
Particularly liked the spritework detail, diagonal movement and changing after getting the cloak!
One tiny criticism is that the music is good but not sure if it exactly fits the game's theme of survival, had more "let's go in an adventure!" vibes, although the protagonist is always smiling and optimistic.
Another small criticism is that it feels a bit of a wasted opportunity for there not be more "bad ends" for wrong decisions. Like the protagonist often goes "I shouldn't do this right now because I don't have enough energy", but then you could offer the player the option to try anyway and then die due to their poor decision.
Oh, also the game's window has a typo when actually opened:
Besides those nitpicks of mine, all-around nice job!
Had some fun with this one, graphics simple but quite effective, good fast gameplay, several tanks to try out, enemy AI felt nice too.
Says there's upgrading but I couldn't find it? Did I miss the button or not actually implemented yet?
Also as pointed out, some music/SFXs would definitely improve the experience.
What irks me a bit is that it's called "Laser" tanks but they're not really firing laser beams, more like plasma shots ><. Also no story but who needs that when it's tanks blasting each other o'clock yay!
Good work!
Nice geometric puzzle game, with an original touch where you need to "die" to leave bodies behind to create platforms to help get things in positions, this has plenty of potential.
First level could be a bit simpler though. Also spikes should definitely be a different color than regular black platforms to help analyze things.
Good work!
Nice point and click, kinda dark in a good sense, managed to find all 4 symbols but then couldn't find a way to return to the portal that said I needed all 4 symbols (couldn't backtrack beyond the room with the cube puzzle). The passages between maps could be made a bit clearer.
Quite original puzzles, loved all the playing with words instead of the more typical "use item A on place B", great work!
Pretty nice and enjoyable puzzle game, love the "bad endings" like being reduced to ashes just for touching some fire at the wrong time. Also that sometimes there's more pieces that necessary to complete the puzzle (a level actually just seemed to be about climbing ladders to reach the star and not actually grab anything else). Simple graphics but gets the job done, runs fast.
As HeiItsNate pointed out, also got stuck at the night level with two dogs, soil, water, fire.
Good work!
Now this is a more hopeful game, it's indeed important to spread the message that rampart destruction of natural resources is not the correct answer for the future, and the importance of organizing to achieve goals.
Gameplay-wise it's quite well done, you're introduced to different types of activists and need to try to plan ahead of the government and companies disruption, simple commands, need to keep an eye but didn't feel overwhelmed.
Nitpick, graphics-wise it's probably the weakest part here, not bad per-se, but the 2D map with lots of curves kinda clashes with the activists looking like 3D-cubes with depth. Heck, even the billboards with hearts have a depth effect, when they should look flat 2D.
Some more catchy music running in the background could help too.
Great work!
Oopss, messed up a bit and Azuli wasn't supposed to join the party that early when starting the game normally. Couldn't replicate the freeze but I'm theorizing that Azuli ended up in a position where she was blocking the rebel's scripted path to reach Flor and that prevented the game from advancing.
Released an hotfix making Flor start solo so things should be working now, re-tested the start a couple of times to make sure, feel free to give it another try!
Also glad to hear you've enjoyed the music and graphics!
Thanks a lot for the feedback!
Shooter/tower defense hybrid, nice!
Core gameplay felt fun running around the map shooting chibi monsters while placing towers, cute graphics (really nice protagonist sprite rotating), catchy music, but found what felt like some bugs:
-Not sure if I was really good at dodging but my character's healh never dropped, although towers could be damaged and would go down.
-In the "Help" section it says the Shield icons are supposed to repair stuff but they didn't seem to do anythin, damaged towers HP didn't go back up.
-Eventually when reaching Wave 12 it said it was gonna loop with increased difficulty but then no enemies spawned and it just said the Wave was over and advanced to the next one, kept repeating for several Waves.
Now for a more personal suggestion, some kind of lore fluff would be nice. Doesn't need anything to be super-deep, but even an initial intro screen with "Mighty Bob must stop the evil slime+bat alliance from destroying the ancient crystal artifact" would improve the game further.
Good work!
Nice platformer, although I'm not very good at this kind of game.
-The tutorial should point out more clearly how even a small running start will greatly increase jump distance.
-I think the rolling mechanic gets more in the way than it helps since needing to coordinate jumps with switching world's already felt pretty challenging and the rolling isn't very dynamic since you only need to use it in the tight passages.
-The part where movement keys can change a jump trajectory mid-jump often felt to be working against me, in particular in the sections where we need to jump between walls.
-Very appreciated that there's plenty of checkpoints.
-Pretty good music and graphics, love the different backgrounds in particular!
-Where's the evil AI taunting the player? I'm pretty sure there's some rule that if you're making an evil AI in a game, they must taunt the player now and then somehow.
Good work so far!
First, points for originality, playing as a fish going up a river, pretty nice.
Music choice really good, quite fitting for the game.
A bit too much red though, makes it hard to tell things apart, could use some more color variety IMHO.
Also although the core gameplay was nice, it also felt like it lacked variety after multiple levels. Something like needing to activate triggers, moving obstacles, upgrades, etc. Didn't manage to make it to the end so maybe there's more variety later on? Still some more variety earlier would feel nicer.
Something that annoyed me it's that sometimes you can swim right next to the coast and other times you cannot, making it harder to plan a route when you don't known if you can enter the tiles near the coast or not.
All around had some fun, no big bugs, nice work!
-Good point on missable stuff since often you can't come back, it's something I had been thinking about and I've got a couple of ideas for that: 1)special shops that sells the unique equipment found in the previous areas and/or 2)a special magic side-dungeon that can always be accessed and where you can find the unique stuff you missed (plus re-battle bosses with buffs and whatnot).
-Ooops, good catch, Anemos elemental type wasn't the correct one, fixed, thanks!
-Will add space there.
-Will tweak those battlebacks too.
-Ah, dynamic encounters, nice! May I then suggest that the "first" one to appear is one placed more to the left?
-Guild building to reset skills would be very nice yes, but something like a NPC who resets skills hanging out at the inn would be good enough too (and could be easily copied around each of the early areas).
Hi, great to see you around one more time!
-Yes guilty to using MOG's plugins to help customize things ><.
-Will check the map screen sprites closer and change the magic command icon.
-Although I may've yet not been able to work on all the remarks you gave last time, I did go around adding icons to the chest reward descriptions, changed the spaceship sprites and increased the respawn timers, with the enemies on later levels where you can go between maps, defeated enemies shouldn't respawn at all until you exit and come back (running away will still make them respawn though).
-Azuli gaining 15 TP when Flor is hit is experimental and will be adjusted as I get a better feel how it works out.
-Centering the UI better, got it.
Thank you very much for your continued help!
Hi again! Since it seems like the latest update for Verloren was about the new UIs and writing, I'll be focusing on that this time, loaded some previous saves and went around talking with NPCs, checking stuff and reading all the menus I could.
Good:
-Really liking the new changing portraits in battle!
-Yay can loop around the main menu to reach the right side faster, thanks!
-Sword cursor is nice too.
Random suggestions:
-Several enemy battlers show up at the center of the screen while the party is at the right, leaving the left side of the battle empty which isn't very aesthetically pleasing.
-Most monsters have long bestiary descriptions filling all the space and describing their main attacks, but a few like the frog have just a couple of lines and no mention of their skills.
-Could we have some way to reset the skill points to relearn skills? I find myself facing decision paralysis on what to learn, in particular when this time I completed the valkyrie bracelet quest, but if I had spent all my skill points then the reward wouldn't be doing much. Or is there already a method for that and I missed it?
Typo:
-Green Bird bestiary entry has "Preperation", shouldn't it be "Preparation"?
Anyway overall more polished than the previous version, very nice work, looking up to what comes next!
Welp changing names is easy, changing the battle UI and making it different for each character, now that's something I had never tried in RPG Maker and been kinda avoiding, but I guess I should try it out at this point.
You bring a lot of interesting ideas and suggestions on the graphics and base mechanics, definitely will think about, try to implement and test them. For now here's a rough initial draft of the customized battle HUD that changes between characters: 
Thanks once more, that was a big help!
Hi, thanks a lot for your continued critique!
Adding extra equipment slots is something I specifically wanted to avoid so things don't end up with the actors with huge skill lists in battle (nor managing long equipment lists either). I do agree however that it can kinda suck to run into a battle and realize you've got all the wrong skills equipped. An alternative for that would be the ability to change equipment with a cooldown of several turns before the actor can change items again. So that way the player wouldn't need to prepare everything before each battle starts but wouldn't be able to cherry-pick the items/skills every turn either, how does that sound?
Really happy to hear you liked the Azuli updates! And yeah, the basic plan for her is to give her stronger/better skill choices through new items as the game goes on.
Buff stacking keeps being troublsome I see, need to work more on that...
And yeah, this started as a one-off for another jam but then I ended up enjoying to keep working on Starlight Destiny. Agree that the combat could use a bit more shinyness at this point, although I would prefer to not make it too complicated mechanics-wise. Got some half-baked options in my head on how to spiff of combat while keeping things simple, but if you've got an idea already ready, I'm all ears!
Thank you very much for your help again!
Ooohhh, physics game! Calculating multi-body gravity pulls for orbital trajectories! Awesome!
Kudos for original concept, gameplay loop is nice and could offer all kind of interesting challenges, good background music too.
Only real complain is that the planets all kinda looked somewhat samey.
Also, why do the futuristic alien warriors bother adding feathers to their arrows when there's no air to care about aerodynamics?
Nice and very cute game, addicting gameplay loop and original theme, good music too, pretty balance of elements. Except zero story, but then this is the kind of game that doesn't really need story in the first place, just jump to shooting cute stuff with your Cyborg Corgi right away!
Didn't find any bugs, only problem that comes to mind was accidentally clicking on an upgrade right away when the lv. up window comes up, maybe have a "are you sure you want to pick this?" window when selecting an upgrade?
I thank the Fairy Council for the clarifications!
-The jewel puzzle took me a bit to work out at start but then managed to solve it neatly as soon as I noticed that each room required a different number of gems, and then by the end I had more gems that were required for the last room so I could leave some behind, felt pretty nicely balanced to me.
-Yes, Angel spent most of her time as a pretty soldier of justice during this run. :P
-Achievements:

Story: All but the "maniac" difficulty and a hidden one.
Battle: All but the extermination missions and bestiary ones.
Exploration: Only "Pious", guess my Angel ended up quite religious.
Secrets: Only Artist.


