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Elowan

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A member registered Aug 04, 2015 · View creator page →

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Thank you very much for your feedback! I'm happy you enjoyed the story and the characters. :D

The enemy AI was slower in taking its turn than we had initially intended, due to lack of optimization and not enough time to figure out how to reduce enemy "thinking" time further. Enemy AI has been mentioned multiple times as a point of improvement, and I'll make sure to allocate more time to developing it in any future games I make. :-)

Thank you very much for your feedback! I'm glad you enjoyed the characters. 

I agree that in retrospect, the level design didn't meet my goals in that the levels are slowly paced and not well balanced. The enemy AI was not as aggressive as we had intended, due to spending too much time implementing the tactical engine instead. As a result, enemies often took longer to reach and extended the battles.

Faster battle pacing in general has been a common critique of this game, and I'll definitely test having shorter, more interactive battles in any future games I make. :-)

Super cute, atmospheric game! I liked the meta aspect of it. (Also the armor shop guy was cute, I wish we got more than 2 lines of dialogue with him LOL)

Cons - The file size is 300+ mb?! Also, the game could've been more engaging with more dialogue / a longer storyline! :-)

Thank you for your feedback! I'm glad to hear that you enjoyed the characters. :-D

The enemy "thinking" time specifically I have no idea how to get rid of -- I set padded thinking time to 0, but I think the remaining thinking time is just how long the engine takes to process enemy options. Faster battle pacing in general has been a common critique of this game, and I'll definitely test having more of shorter battles in any future games I make. :-)

Thank you for your feedback! We thought about replacing all of the default background art to match the new character art, but realized that would be infeasible with one artist and 3 days. Faster battle pacing seems to be a common critique of this game, and I'll definitely change that in any future games I make. :-)

Thank you for your feedback! You are right, we spent about 50 hours implementing the engine and had less time than intended for level design, including figuring out how to encourage enemies to "see" outside of their attack range. Though the level design didn't meet my own goals for the jam, I'll definitely put more time into enemy movement into consideration in the future. :-)

Thank you for your feedback! I'll pass along the compliments to our artist. We initially considered replacing the RTP map art to match the sprites, but realized that was infeasible in a 3 day jam with one artist. 

The mapping and level design didn't meet my own goals for the jam, and I'm glad hear specific feedback on its flaws. I'll definitely take into account faster pacing and triple-checking map design in the future. :-)

Thank you for your feedback! I'll pass along your compliments to our artist as well. :-)

I noticed the invisibility bug as well, which seems to have something to do with player transparency in events immediately preceding the battles. Unfortunately, we weren't able to fix that by the deadline! 

Thank you for the feedback! I'm glad you enjoyed it. :-)

This game was incredibly immersive, and everything from the graphics to the integrated minigames contributed to that. Thank you for making it. 

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Most likely because many content creators are fascinated by the power of reviewers, and meeting a prominent one makes an interesting story! I chose games as the subject because I comprehend game dev more than creative fields such as screenwriting. 

Looking at the "Let's Play" webcomic (which also seems super awesome!), it looks like that comic is about being neighbors with a streamer, who already has a girlfriend. Outside of the initial premise of content-creator-reviews-game-negatively, the webcomic starts and goes in a very different direction from Line Drop, and the characters seem very different as well.

I sincerely hope that Line Drop's surface similarity to the premise of "Let's Play" doesn't deter you from enjoying either work, since the stories are pretty distinct from each other! (: 

Edit: Removed a potential spoiler 

Whoa, this is awesome! Thank you so much for taking the time to make a Let's Play of Line Drop -- I really enjoyed listening to you guys' live commentary on it. I've updated the expected playtime after watching this, and had to go check out your video of the "other game about streaming" after you guys mentioned it! (: 

I think this premise is really interesting! I'm looking forward to playing the final game (: 

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My artist and I are working on an otome game about an indie game dev meeting the popular YouTuber who tanked her career! I'm really excited for this year's project, and I know it's going to be better than our 2016 NaNoRenO submission ^^

If anyone is interested in keeping up with my daily logs, my twitter is @ElowanGames!

Holy crap, this is amazing! I'm super honored that you took the time to make a Let's Play of my visual novel, and I really enjoyed your commentary (C-DAWG :^)). I'll look into fixing the sprite bug, and take your feedback into consideration for my future games. Thank you so much! 

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I loved this demo's narrative flow, with periodic choices that felt substantial and character introductions that weren't too fast. I enjoy all three bachelors (can't pick between them!) and the agency the MC has in influencing her palace. Teiran's scene at the end of the demo was really amazing. The platonic and familial relationships that the MC has in the palace seem realistic and aren't ignored. 

Overall, this looks to be a well-balanced visual novel that tells a story I want to read. I'm absolutely looking forward to playing the full game!