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FistWizard

24
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5
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A member registered Jun 10, 2020

Recent community posts

(2 edits)

I've been meaning to comment on this for a long time.  I really love this RPG, it's one of my favorites.  The combat system is great, the characters are interesting, the frame the story is told in is interesting (more on that later), I don't like all of the art, but some of it is really great and it's rarely bad, I love the music and still think of it in my own practice a year later.  Also, the format of the big postgame dungeon is really novel to me and I somehow enjoyed it despite the blatantly grindy design. Overall this is the sort of game that makes me feel amicably jealous of the creator's tremendous artistry and I'm very serious when I say that.

But while I can criticize the game here and there (for example, I think the hive section and the spider boss come off as a bit "I'm 14 and this is edgy," but even then are still interesting and they don't ruin the game's tone after), I think it's probably obvious and not especially important, perhaps an artifact of an artist who developed over the course of making the work, but there's one thing that seriously bothered me.  My apologies in advance, and spoilers I guess to anyone else reading this:

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The thing with Lars's Asian fetish bugs me in its presentation.  Yes, I know you've gotten this criticism before, but hear me out because I want to discuss how to be constructive about it: 

I am not saying that him having this fetish is a bad element or shouldn't be there, I think it's actually good at conveying how wretchedly pathetic he is, and theoretically it would give you a chance to comment on how it's not just his personal failing but a vice and derangement that is actively encouraged by otaku culture.

You can also see a very indirect refutation of it, because he nominally gets what he wants but is just as pathetic as ever and hiding from his new commitment like he hides from all of his other obligations, that's not lost on me.  I call it indirect because it requires inference from the player, no one ever really remarks on the meaning of the situation, you merely see things in various states and are meant to connect them.  Hitomi says almost nothing about this in the end, for instance, and neither does Lars himself except merely expressing avoidance, and no one else ever, ever mentions it.

Perhaps this goes without saying, but there are also a few layers to how bad this is on Lars's part.  The racial fetish is gross, his projected codepedency is unhealthy, but then on top of this he literally ends up "picking up" a teen-coded girl from a god damn high school, impregnating her, and then just abandons her to take care of the child on her own.  Throughout the whole process, he's never interested in Hitomi's perspective, she's just a thing to him to try to sexually vent all of his despair into.  All of this is your intention, and I understand that, but I think the execution fails.

The reason I think your execution fails is that after that scene, I looked very closely through the entire game for a single word of refutation, and basically the only part of this that is criticized is his being a deadbeat dad.  His overall mindset and the fundamental sordidness of his relationship is never given criticism.   Now, I've already seen some people say "it's from the perspective of a little kid, of course he doesn't understand this topic" and I'm not expecting Jimmy to say that racial fetishism is bad, obviously I'm not.  But it's not enough to just show a disgusting thing and have the player be disgusted at it, that's not anything but being disgusting, and you seem to clearly know that.  I can tell because when other characters are over-ridingly wrong-headed, there is criticism of it, whether it's the father's failed intellectualizing of Jimmy's condition, Buck's aggression, or even the other predator of the game, Mr. Cat, where I think it's fair to say the shock-mongering is a little tasteless, but we also hear extensively from the victim's family afterward and they express their grief to us.

For Hitomi, we seriously get nothing.  I don't expect you to write Lars having remorse, this is the sort of game where it could swing either way, but the issue is no one else having something to say.  No overheard conversations about how messed up this all is (and there are so many overheard conversations for exposition in this game, what's one more line?), no commentary from her family about the barbarity of this arrangement, no commentary from Hitomi herself except being a little resentful of being a deadbeat, nothing at all!  All I'm asking for is one single sentence anywhere in the game that acknowledges to the player the fundamental sickness at the heart of this, that draws their attention to how dehumanizing and exploitative Lars's attitude (and/or broader otaku culture) is.

Furthermore, Hitomi never really gets to have agency in this whole thing, she just goes from overly-amicable "waifu" to a tired housewife.  I understand that there is reason for how strangely she's written.  My interpretation is that Jimmy never actually met her, he only heard about her, which is why he understandably is imagining her as an anime lady and not a real human being, and this also means that her perspective is naturally inclined to be shut out.  And yet, I don't think this is wholly justified, and you do let her express that Lars is a deadbeat.  Even if he never met her, he has surely heard Lars talking about her, or if Lars never actually returned from "the moon" (Japan) he might have heard about their relationship from whatever correspondences are the basis for what we know he knows about their relationship, i.e. them having a kid, Lars being a deadbeat and so on.  Because of the frame of the story, I think it's maybe kind of mediocre but not indefensible to have her be a severely flat character when she is introduced, because this is an expression of Lars's fantasy, but you clearly did understand that there was some need for reality to break through a little bit later on, that's what her expressing Lars being a deadbeat is about.  I feel like it would have been so much better, so incomparably better, to let Jimmy be at least a witness to one tiny little dispute they have that isn't just Hitomi wanting help with the kid, because the fundamental issue isn't Lars being a deadbeat, it's him viewing Hitomi as a thing rather than a person.  Surely she chafes under that yoke, right?  Just imagining being treated that way and being condemned to that role for the rest of your life.  She would get seriously upset even if social pressure ultimately does trap her and basically break her spirit.

Again, just a tiny bit of dialogue, especially from her since clearly you show that she's allowed to express a version of her viewpoint at least a little, just a tiny bit of dialogue about her perspective would have helped the game so much.

I have two more minor points:  When I said Hitomi's introduction is mediocre, I said it because I think it obfuscates the real dynamic to the player, not just expressing Jimmy's not understanding.  It's also just less interesting to have the perfect and interested waifu fall in his lap like that.  As an alternative just for the sake of example, though it's not the only other way to write it: what I think would have been much more interesting is if Hitomi was shown as more of a normal person, and then Lars's growing obsession with having her as a waifu implicitly makes her into one, as a representation of his characterization of her to Jimmy changing.  The issue here is that Hitomi's humanity isn't just erased to Jimmy but to the player, which shouldn't need to happen when the whole point of Jimmy is that we can understand things that he doesn't.  Seeing Hitomi as a human and her getting warped into a waifu in Jimmy's eyes would be a good bit of underlying existential horror that is also a much better representation of the real-life inhumanity of the situation.  Again, this is just an example, my point not being that you should do specifically this but that if you turn the idea over in your head a little, there are other ways of viewing this situation that let you acknowledge Hitomi's humanity to the player as it is being erased by Lars and therefore ignored by Jimmy.

Lastly, I do think Kyu is right that the presentation is a little insensitive in the sense that it brings up this highly charged issue with Lars being abominable but we're just buddy buddy with him and it just is left hanging for a while.  Like, I get that the game is meant to be pretty dark and about "imperfect," "flawed" people, but you've got to understand that this is way more real and frankly traumatic to actual human beings in the real world than some zom-bees or evil queens.  Like, imagine if Lars was talking about how he hates black people or is complaining about the "world Jewry" or something and then the narrative just ignores it for a while and he's just our good friend.  He is literally that racist, he's just expressing a type of racism that we aren't shown the visceral, traumatizing aspects of as readily as the other sorts of racism, even though they are still incredibly hurtful to people.

That last one is a difficult issue and I admit that I don't even really have a proposed solution for it.  It's not really about the game as "art" but as a consumer product and a social object, which admittedly I think less about than the art criticism stuff that you can see I wrote a whole wall of text for.  Thinking of something right now, probably my best solution for it, and you may or may not agree, but my best solution for it is that he simply uses other language, like talking about "a girl like [made-up character] from [made up anime]" or something like that.  Emphasizing the anime thing rather than extremely explicitly relating it to the real world immediately.  I think even as a shock-monger (and I don't begrudge you that, to be clear) this could still work because some people might not really realize the social significance of what he's saying or what transpires (though you can and should hint at it), and we could get a passing comment from the family complaining about it that uses vocabulary that makes the real-life situation a little more clear, which to some would rightly be a moment of horror at what a piece of shit Lars is.

Again, any time that I mention an "alternative" way to approach something, I mean it as just rough examples and not "how it should have been done."  You game's narratives are very carefully constructed and I'm not pretending that I could just hop in and whip up major revisions that are any good, I'm just trying to indicate a direction of thinking about how the issue could be approached.

Anyway, those are all of my thoughts on the issue.  I'd really love to hear what you have to say, since I truly do admire you as an artist and I really do love this game, but I don't know if you are all that inclined to talk about this.  Either way, I'm excited for your new game and everything else you do in the future.

Edit:  I want to stress from the bottom of my heart that I'm not saying any of this from a place of judgement or trying to say anything bad about you, I mean this purely from a standpoint of trying to be helpful because I believe that you care.

"I've got all my other soundtracks up, but not this one since it's all .midi."

Personally, I'm totally cool with just running through the midi files, but wouldn't it be pretty easy to batch-convert those midi files to mp3 (and optionally slap on reverb equivalent to RPGM) if you wanted to distribute it separately as well?

Though if the answer is just that such a task wouldn't be worth it if you've got a ton of tracks and expect very little attention and thereby return on investment, plus you're busy with your new RPG, then that makes perfect sense.  I'm just asking since you say you have every other soundtrack up.

Certainly, but you first encounter the certificate (which suggests neonatal death) is during the day!  It only appears in a nightmare later.  Also, genuinely almost everything in the game suggests neonatal death or maybe stillbirth, down to the climactic scene, which does not suggest the pregnancy was unwanted.  I can't point to a single thing indicating that it was a choice, even a compelled one.  Everything points to it being a health issue on the part of the fetus.

While I have your attention, I do want to commend that the second person camera in that one shot was an excellent call, though.

???  Nothing about the game suggests it was an abortion unless perhaps it was a situation where the mother's life was in danger, but I don't remember any reference to such a thing.  If your answer is "It was an abortion and these are metaphors," I think that is sidestepping the issue that metaphors are suppose to make sense.

Why is it named for abortion when it's a neonatal death?  It might be a miscarriage or a stillbirth, but you wouldn't get a legal birth and death of a child who wasn't delivered while they still showed signs of life, and that certificate seems to be literal since it appears with all the normal belongings.


Maybe it's a translation issue?  I had to look up what the correct term in this situation would be, so I wouldn't blame you, but I do think it's really not a trivial distinction to make.

Cool game.  

I think there's a bit of an issue where the game incentivizes extremely tedious behavior.  The main culprit is the shield, which can negate many enemies, especially if you also have the armor items.  This results in a situation where the optimal behavior is to punch things to death to preserve weapon durability.  As far as I can tell, there is no way to access the options menu from the game.  This issue would be somewhat less bothersome if you could fast forward, even if you still need to do a lot of meaningless clicking.


Also, the poison area is kind of miserable because, unless you have extreme patience and precision to get exactly the roll you want, it's basically unavoidable to trudge through most of the area with poison from one encounter to the next.  It would be nice if resting helped with statuses, even if it only did it partially.

I only played a little, because I admittedly got a bit tired of it.  In rough order of what I think you'll find most helpful:

The first time I encountered an archer, I found that I couldn't click attack on him.  Not that it whiffed, but it just didn't register an action.  After encountering many other archers, I encountered the basic enemy again (imps?) and found that I couldn't click on them anymore either

This game has several examples even from the outset of being unfriendly to the player in a way that does not add interesting challenges to the game.  The most obvious of these is the vision cone.  There's no reason whatsoever to have that instead of a vision radius; right-clicking around to simulate turning your head is not engaging game play.  It doesn't count as a turn, so it's just a chore.

You know what does count as a turn?  Clicking off of the inventory screen.  Sure, equipping or unequipping items could fairly count, but opening the menu and closing it by itself should not, that's just absurd.  Does the menu exist diegetically or something?

The map is tiny.  It looks like you wanted it to fit the inventory screen, but you really should make use of your screen space more than that.  Look at Binding of Isaac or something as an example.

The torches don't, as far as I could tell, display their timer even when you click on them.  They should do this.

On the other hand, the torch/trap mechanic is silly.  Hypothetically, it appears that the optimal method is to take out your torch, note the traps around you, stow the torch, walk to the edge of your vision cone, and repeat.  This is very tedious.  And what's the payoff?  The exciting gameplay of walking around traps, which can be contrasted with the exciting gameplay of just not approaching chests if you have no torches or else stumbling around in the dark getting stabbed by things you can't see until after the fact.  Torches and traps just aren't contributing to interesting interactions.  They could, like with torches helping your vision radius more and traps being visible so they can be accounted for (by something more complex than walking in a zigzag).

Completing the tutorial leaves you better-equipped at the real start of the run than starting normally.  Can you see how this mechanically encourages extremely tedious behavior?

Some other notes

"Save & Exit" just crashes my game (though it does save successfully! so this isn't a huge deal).

There aren't an key shortcuts to even do things like open the menu.  Even if you're designing for mobile (I cannot fathom what you are going for otherwise with this UI) it would still be good to add a few shortcuts.

If you are in front of an arrow going towards you, walking forward makes you walk through the arrow without getting hit.  I'm pretty sure I've seen this behavior in a couple of other roguelikes before, so maybe it's just tradition.

I don't think this is a bad start by any means.  All the elements that I didn't mention were ones I thought worked well.  Sorry for being so long-winded, I just wanted to mention everything I saw because you were emphatic about wanting feedback.  Apologies in advance for the formatting, the text window isn't cooperating with me.

What's that I song on the title menu?  Is it posted anywhere?  I think it's neat.

So you're saying the AI is sus?

This is great!  It demonstrates a genuinely a better understanding of the non-linear structure of Metroidvanias than a lot of games that claim that genre and sell well.  The map construction is great even besides that.

If this had sound it would be incredible.  As a minor aside, if you want to put audio feedback in games but don't have time to make the sounds, an indie dev created a little program that randomly writes sound effects for just that purpose.  Look up "rsfx"

I kind of wish that after the boss you could do a new game +, since I apparently missed one of the charms.

That's a good solution!  I think as a teaching tool it would take special handling to keep it from getting lost in the weeds, but framing it as determining how much power in what ability is "necessary" could be a place to start.

Theoretically, yes, but high-control characters would be able to complete any level a low-control character with the same physics could.  For example, there's no elegant way to make predetermined jump arcs (like "Ghouls and Goblins") necessary, even though they can greatly enhance a game.

Am I missing a mechanic or is this the ending?

Please fix the text on the Command Lists.  Many of them are poorly formatted and/or missing huge swaths of labels.  Several have the same move, with the same input, repeated like 4 times, meaning some specials appear 12 times (4 times for each of L, M, and H).

The art is goddam radical for some of the characters!  Great job!!

Also, very solid jokes and visual comedy.  This is an excellent project all around aside from the battle system itself.

<3

Game looks cool and I look forward to playing it!


One thing:  The term "fren" has iffy connotations, at least to people who are overly online, so it might be worth considering using a different term.

Also the font on this page has some spacing issues, but you probably know that already.

Arrow keys to move, Z to attack, X for slomo, C to enter doors.  I think either Z or C can be used in the promotion menu.

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If I wanted to write a review, should it be here or on your Discord?


Things you'd especially care about:

I got the ladder platform clipping bug, but was never permanently stuck.

I got the bug where Bezos walks off the edge and does not respawn.  I then used Levitate Object and won shortly after, but I have no idea if the two are actually connected.

For the love of God, make the lights breakable.  Crawling between them and car roofs in the garage is terrible.

More transparency about XP and the wage system (is it difficulty?) would be cool.

Consider making Dodge a bit snappier, even if that requires adding more end lag or something.

It looks like you forgot to update the aerial Hadouken's projectile.

Overall a great game that I look forward to getting in full eventually.

It might be good to make it so you can't fire the flamethrower through walls, since it trivializes a lot of the game.

Also more of an audio cue indicating getting hit would be helpful.  With the lack of animation, it can be easy to miss without continuously checking the healthbar.

The GUI is essentially perfect as far as I could tell.  A little bit of folly would have made the UI even better altogether (for example, during the level reset screen wipe).

Great concept, though the tracks don't look great and feel arbitrary (even though, on repeated tries, it's clear that there's a logic to them).  I got stuck at the shot around the t-4 seconds on stage 3, though that might just be because I didn't understand the mechanics very well.

Cool concept.
I think that it would be a lot easier to play if the ship floor didn't blend in with the walls.  It probably could have forgone having that floor grid and (if feasible given the time constraints) have the reticle follow the floor divisions [e.g. round to nearest int from player location +/- 1 x/y based on player direction] instead to give the player an idea of the space.

Great job on the music. 
You probably already know this, but there's a green square that can appear over the middle half of the screen upon entering the second phase, which seems to be a bug.  Game's still perfectly playable with that, though.

Would you consider making Combo moves auto-complete if the other participant is able to act and it's not immediately the enemy's turn?  Scrolling up and down through the menu for characters that I happened to add further apart that have a combo is a pain.  Speaking of, is there a way to reorder the party?

I have a lot that I could say about QoL issues with the game, but you said you didn't have plans for that sort of thing, so the part I mentioned was the only thing that I thought you might consider.

There are a ton of problems, even beyond what one might expect from a game that is, in spirit, a very high-effort s***post, but it's still an really interesting game and I'm glad that I had the chance to play it on account of the super-bundle that you so kindly added it to.  The character interactions are great and I only regret that there aren't more of them.

I'm looking forward to finishing this game and playing the other ones you added to that bundle.  Let me know if there's any type of feedback on this game that would still be useful to you.