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Erophenice
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Recent community posts
Hi, I tested your game "Supernatural Rescue: The Skinwalker Lord."
Honestly, your AI intro is killer, it immediately made me think of Diablo 4, it's really clean. However, once the game starts, it's a cold shower. There's a huge consistency problem and quite a few things that ruin the experience. Here are the hot points to fix:
- The "Care Bear" syndrome: You're selling Dark Fantasy, but the game is ultra-saturated and the music is super cheerful. That doesn't fit at all. Advice: Change the color tint of your maps to darken the atmosphere, add weather effects (rain, fog), and find darker music.
- Mapping that's too square: Your maps feel too much like basic "RPG Maker grid." Life isn't symmetrical. Advice: Place your trees, buildings, and decorations in a more random and organic way so it looks natural. Don't hesitate to download free assets and terrain plugins to break that cubic feel.
- Totally broken collisions: In many places, you can go out of bounds and walk on walls. Check your passability tiles (the circles and crosses) in your database, because it feels unfinished.
- XP freezes: Every time I kill a monster and gain XP, the screen has major lag and freezes. You absolutely need to optimize that script/plugin.
- Invisible battles: Getting attacked by empty space without seeing monsters on the map is ultra-frustrating nowadays.
- Narration and open world: It's cool that you want to make an open world, but the beginning is so basic and vague that we don't understand the story and don't know where to go at all. You need at least some minimal hints or quests to guide the player, otherwise, we're just lost.
Also, since you're working solo, I totally understand that it's complicated and not everyone knows how to draw (I don't know how to draw either). Using AI lets you move faster, and the fact that you can tell it's AI from a mile away isn't a problem in itself. The real issue is the lack of consistency: seeing an ultra-realistic image next to a blocky RPG Maker game doesn't mesh well, and the human eye feels bothered because it's not natural. Humans look for the natural.
So, I advise you to try using AI less and instead grab royalty-free images from Google. You can use free software like GIMP to make your own assemblages and compositions. Visually, it will result in something much better and more authentic, because you won't have that robotic artistic touch unique to AI that's immediately recognizable. Plus, if you learn how to use it well, you can easily apply effects in GIMP to give a pixelated look to your composites so they integrate perfectly with the retro style. It's a free tool and all of this can be learned.
You have the vision for the universe (thanks to the intro), but now the gameplay and the atmosphere need to follow. Good luck with the fixes.
I played Qualia, and I wanted to share my thoughts.
First, the game has undeniable qualities. The graphics are beautiful, the visual and sound atmosphere is polished, you can tell there was real work behind it. The developer put time into it, that shows, and honestly, for a free game, that's already a huge effort that deserves respect.
Now, on the storytelling, I had more trouble. I feel like there's a lot of text and dialogue, but quantity doesn't mean quality. Having lots of dialogue boxes doesn't mean it's deep. Most of the time, I felt like it was trying to create a connection with the characters, but after a while, having too much of it just gets tiring.
Also, in the game, everything you click gives you an interaction. That's nice in itself, but at some point, it's too much, and it slows down the pace for no real reason. I spent a lot of time clicking to read things that, in the end, didn't add much to the story.
In terms of reflection, I found it quite shallow. Themes like suffering, loneliness, illness, or existence are touched upon, but often in a superficial way. These are thoughts we've all already had in our lives, things you see everywhere on the Internet or in everyday life. I wish it had been more developed, more personal, more in-depth, but I felt like it stayed on the surface. So reading tons of dialogue boxes to ultimately get little substance to reflect on, that frustrated me a bit.
And for the pacing, I stopped at the school scene. I thought it was the end, but it wasn't, and that discouraged me. Going through more doors, more dialogue, when I felt like I'd already seen it all... I gave up.
Again, the game isn't bad. It has a nice atmosphere, it's free, and the work put into it is commendable. But narratively, I found it too empty for what it promised. If you like contemplative games where atmosphere matters most, it might work for you. For me, it didn't click.
Hello, I have a question about your translation plugin: I am using your RPG Locale plugin. I created a translation file for Map003 using the Translator Helper tool included with the plugin. The Map003_i18n.json file was generated with the "fr" key. The problem is that the plugin loads the file but does not find the "fr" key. Error message: "Language fr not found in Map003". I’ve tested various settings (Source Language, Default Language, Available Languages), but nothing works. Do you have any idea why the plugin isn't recognizing the "fr" key, even though the file was generated using your tool? Thanks. ---
Hello, I have a question about your translation plugin: I am using your RPG Locale plugin. I created a translation file for Map003 using the Translator Helper tool included with the plugin. The Map003_i18n.json file was generated with the "fr" key. The problem is that the plugin loads the file but does not find the "fr" key. Error message: "Language fr not found in Map003". I’ve tested various settings (Source Language, Default Language, Available Languages), but nothing works. Do you have any idea why the plugin isn't recognizing the "fr" key, even though the file was generated using your tool? Thanks. ---
Hi. I tested your game for about 45 minutes to an hour, up to the statue room with the priestess, demon, and knight puzzle. I'll be cash: for a first game, it's good work, I even find it better than the majority of other games of the same genre. The atmosphere is there and we can see that you worked on the lights and shadows, it's clean.
That said, I have a few remarks to help you if you want to develop this over the long term. First off, Arthur runs way too fast, he's like an electric battery, it breaks the mysterious atmosphere, you should slow down his movement speed. Regarding the narration, it's still a bit empty, we don't know much about him other than that he's lost, it would be good to add a bit of context so we can get attached to the character.
Your puzzles are well-made, they are nice and I enjoyed solving them, but be lucid: it's twisted and some players will struggle or give up. I noticed that you already added some hints (like those regarding "CONTE"), but they are a bit hidden. If you want the game to be more accessible, try to make them a bit more visible or add one or two more.
On the decor, the 100% RTP side makes it a bit too "square", try to make it a bit more organic. Finally, the music is a bit redundant when you've been thinking for a long time, changing the track according to the floors would be a real plus. It's not meant to be mean, it's just my honest opinion to help you move forward. The game isn't bad at all, it's a very good start, keep it up.
I didn't quite follow everything; there’s a lot of combat, and the storytelling feels a bit secondary to me. I don't want to give away spoilers, but the White Rabbit did go and fetch the protagonist from the human world, right? Yet she treats fighting—and looking at blood and corpses—as completely normal, showing no reaction at all, almost as if she were experienced. Then again, I might be wrong; I haven't finished the game yet—I only played up to the Great Forest. Best of luck with the rest of the development.
Thanks a lot for this feedback! I'm really glad the dark and poetic atmosphere reached you. Since I'm coding my own plugins and working solo, your opinion is gold.
Could you tell me more about the 'rough edges' you noticed? I'd love to know what precisely needs to be smoothed out to make the experience better.
Also, did you have a chance to read the three tales (Tieulle, Rosette, and Lierris)? I'd be curious to know what you thought of them. Thanks again for your support.

