I think the map is way too big, so finding fires becomes more tiresome than a "fun chase for your elusive objective", and the jiangshi don't inspire much excitement either. A lack of running is also a bit odd. I believe this idea should be expanded and improved upon somehow; I do enjoy the atmosphere you have going, and the jiangshi's model looks good; the title of the game itself is humorous as well. Hoping for future updates someday.
Ura
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Doing that on your notebook sounds really cool. I'm glad you enjoyed it that much, but I can't actually remember who came up with the rose as HP lol. While I gave an idea of the general outline of the story, Thurapy was the one to really bring it all together and make it as fancy and mysterious as it was in the final game. Thurapy was also the one to originally design the character you play as. So yes, you could definitely say Thurapy was the creative lead. I was basically just throwing vague ideas Thurapy's way which were later refined (or scrapped); and that leads me into the part about communication, which was fine for the most part. We only had to slow down to really talk things through about the finer details in regards to level design, direction, sound design and others a few times, but I'd say we handled it as well as we could within the jam's time frame.
I'm one of the artists, so I can answer one of your questions! We had a team of three people: Thurapy did all of the coding, level design, dialogue, and wrote the story. I made the (visual part of the) UI, character/card art, trailer and voiced the rat enemy. Zedi2912 had a simpler involvement and drew the environments/tilesets. Other assets featured in this game were either royalty free or previous creations from friends of ours.
The speed of enemy attacks and the player's gauge seem to change speed arbitrarily, being either wildly quick or too slow, so I didn't feel like I was able to ever get a rhythm going with dodging and dealing damage. When you get hit it's really bad since the enemies deal as much damage as you if not more most of the time. Especially if there's more than a single enemy, battles are really hard; escaping them didn't help because the enemies immediately chased after you, too.
Discord overlay says this game is "Pathologic Classic HD" for some reason? Anyway, I love the art for this game, and the setting is quite enjoyable. When it comes to constructive criticism, most of what I could give for this is in regards to the mapping. Namely, the perspective which is a little off, especially in what I believe to be the dining room; as well as how objects that are interactable are sometimes misaligned with the drawing, and how teleport areas are strange, especially the hallways, where there's only a single teleport tile where there should be two, combined with the fact that teleport tiles usually take you to the same tile you'd interact with to teleport you back to the previous room. So, if you need to go back to a previous room quickly, you need to step away then back onto the same tile. This a small annoyance that can be easily avoided. There are also save files that have been left behind by the developer, and the longer texts during videos go away too quickly. That's really it. The rest is quite polished, and again, the art is lovely. Good luck on the development.
(Still spoilers) Also, the side quests seem to have a few bugs. Namely: I spoke to Hikki, then she entered my party and never left, no matter what I did, strangely. If you choose to not jump down after fighting J.J (I think that was his name? Him and the other guy) you can no longer choose to do anything there. I don't know if that was intentional.
Congrats on the new release! Art is great as usual, cute mixed with scary in a nice blend; music choice is good; mechanics seem more intentional in comparison to the first game. The story and writing are pretty good, pretty interesting, albeit a little strange at times. The goods outweigh the bads. Where to get more black violets? Vial's covenant surely seems like a wise choice, after all...
Jokes aside, to point out a few things (SPOILERS):
- The game still requires a LOT of grinding, especially after meeting princess Flos. The enemies after that point absolutely need to be weakened, even if slightly. They are tough, and actually beating them isn't worth it because their soul drops are small. It's hard to believe any player is going to be prepared for how the enemies begin acting. It's okay to make the game hard, but at least to me, grinding or making enemies so fast they cast 3 attacks that kill you in 1 turn (something that happens for most new enemies after a certain point) isn't a good method of adding difficulty. That's my biggest gripe with this game;
- There's a good chunk of untranslated text, especially in the menus and the currency, and even some maps' names;
- The player character can't be named in anything other than the cyrillic alphabet;
- Text like "bonfire lit" is not centered, and it does not appear to be that way for stylistic purposes;
- There's a strange bug where shadows disappear and reappear randomly, mostly in early game;
- When interacting with the glowing item in the tutorial that talks about garden reshuffling, if you speak to it from a different direction, its sprite changes. This also happens with many other events, including collectables which you can walk over once you grab the item, and there are a lot of things you can walk over that you shouldn't be able to;
- The bonfires are a bit hard to notice. The way they were done in the tutorial, with a darker area around them was pretty good in comparison to the others like the one in the icey place before the village, which I completely missed at first;
- It seems you aren't meant to be able to teleport between bonfires before sailing, but you're always able to since the beginning of the game;
- Every interactable event at the Inn in Mestodoma Village says "EV00x" where x is a number before continuing the dialogue. Additionally, choosing to talk to the old man kills him instead... and part of Crimson's dialogue appears in the option box instead, and if you choose to talk to him, you fight him;
The item "Gentleman's outfit" appears to be equippable in the wrong spot, at covenant instead of body.- Vial's dialogue after covenant level 3 is untranslated;
- Princess Flos' covenant seems to be automatically imposed onto the player, but it doesn't give you an item to equip in the covenant slot or anything.
- Lastly, Sof-chan's name seems to randomly change to Sof-tan.
I hope these are things that can be fixed in a future update. You have something special here.
I had a somewhat enjoyable time. On the surface, the gameplay is fun, the character art and dialogue are endearing, the transformation mechanic is cool, but the camera is a little buggy and doesn't always follow the player until it's too late. Parrying and magic are far too overpowered, mowing down bosses in less than 30 seconds. Also, the R key being tied to changing your weapon type and talking creates the interesting problem of changing weapon types every time you want to progress dialogue, which should be locking the player from performing any movement until they're done in my opinion; especially considering how one time I accidentally walked always from a boss room as it spoke to me. The dialogue is a little tough to understand at times as it seems to not have been proof-read by an English speaker. During the Ironclad boss fight, every time I would beat him I didn't seem to be able to progress after the point he falls down. I couldn't progress to the right and going to the left got me stuck off-screen, but it turns out I just had to wait for a bit before I could continue to the right... that was definitely not so great, though. I restarted the boss fight three times in confusion. Despite all this, I had fun and I hope you continue to work on this game!



