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Fortunastreet

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A member registered Jan 28, 2022 · View creator page →

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You've made good progress, you're over halfway through the game.
Thanks for the advanced feedback!  🧚

As a reward, here is a little preview of a certain costume for Angel. 🧙‍♀️


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Hello again, magica girl!
Thanks you for playing again. 🧚‍♀️🧚‍♀️🧚‍♀️
Out of curiosity what are your thoughts on the new additions (the illustrations and costumes)? And how far did you progress? 🧚‍♀️

Concerning your remarks:
-From your says, it seems you didn't find the optional dungeon of the first "big area" (the flower field to the east). May be it should be more highlighted by a signboard or something?*
-You are referring to the cutscenes at the House of the Republic?
-She probably had a bad week.

*(By the way, there is another optional dungeon in the second big area, but this one is rarely missed.)

Longer play time!
So first, I brought back my saves on my main computer so I could benefit from a better frame-rate during battle. After having told Renpy twice that I trusted the creator of those saves (well, at least a little), I came back the bandits' camp.

The first thing I did was playing around with the menu that allows me to wander in the camp. I first went to my invite room to comb myself (having good looking hair is very important in the fairy society). Then I accessed the situation with blue mage. It seems the goal will be to get 5000 gold or collect 5 clues about the bandit leader so he will drop the price. I quickly get three of those clues by just gossiping. I decided next to do a bit of fights withunregulated gambling, so I could test my fresh new skill. It is actually pretty useful, it allows me to increase the money awarded at the end of the battle. An easy way to scam those low level folks and easily get the money needed to pay the toll. And so... hey, wait, we just lost? Despite having the broken skill of the red knight on my side, a couple of bad dice rolls obliterated my team. I tried to keep the apparence and pretended I was just increasing our odds for the next fights. Luckily, everyone believes me without question. I called the next fight, and this time luck was on the enemy side. Time for fight 3 and... wait a minute, who invited the bandit leader here? And more importantly, who invited his ridiculous +13 bonus there?! I prepare the best i could. His team wasn't well balanced, but my back line has no unit available that can deal effectively with him. He could also see with horror that he has a pretty good personal skill. His battle music theme is stellar, too.

In three round, my team was defeated. They asked me if it was also intentional, but I couldn't do anything but admit that he was just too strong. I hesitated a moment to complain at the Donjon master, but was happy I didn't when I got clue number 4. In order to beat that bandit leader, I needed a better unit than blue mage or green priest for the back line. I remembered there were a three adventurer that were looking for employment at the tavern, so I went back there, hoping to find something like an air mage. And there was... a 500 gold air mage, a 400 gold unit useless to me and an exclusive, on sale air mage at 300 gold. What a convenient choice. Only problem, and that's why I ignored them before, I only had 130 or so gold coins at the start of the day, and just lost a third of them in bad bets.

I invited some of my men for a quick talk, since I was told that it is a good idea to make my spells better. I then played a bit with the different menus and remarked two things that didn't catch my attention before: first some if not all music of this game have a noticeable loop end, that now that I remarked them I can no longer forget about them. Also, when you leave a submenu from any place, like "No, I don't want to craft, I don't have any material, baka!", there is a fade out and ... the music come back at the start? Why? That is such a weird choice.

I considered my options to buy that air mage who was the obvious solution to my bandit leader problem: come back in time and get more money from random guards encounters, ask a python program to run the fight until it is a win, hack the game to give myself an access to the renpy console... In the end, all those solutions seemed very tiring to me, so I went to my bed. Thanks to some bandits indiscretions, I get clue number 5 which unlocks me the access to the next dungeon, the forest. The bandit leader proposed to come in the dungeon with me, proposition i immediately accepted, too happy to have an easy way to get rid of him at the first "unfortunate lost battle".

The dungeon is very similar to the previous one, except that we are now the guards instead of the fugitives and that I now have my infinite money glitch to activate in battle that are an easy win. The objective is to collect 10 tolls from the random encounters, which is reasonably quickly done. I also find two new recruits who cover some of my weaknesses, but nothing that fix my back line problem. Unfortunately, I didn't got any loss, so mister bandit leader is still there sympathising with me at each crossroads. He even asked me if I was a human; I immediately denied it and said it was pretty rude from him. Other than this incident, he was actually a nice thief to talk to, and a pretty good party member. I reached level 4 around that time, and unlocked a skill that guarantee another skill for which making the maths would be pretty fun for anyone writing a guide, but currently I am happy with my cheaper alternative.

I continue exploring the dungeon to get my map completed and find some crafting material. Blue mage and the thief leader begin to ask me to go back home, but I refuse to comply; there are probably mad that they are out of dialogue. Technically, I can grind the dungeon as much as I want for money and relations, so I saw little reason to listen to them, especially given that I was on the opposite side to the entrance, so I needed a bunch of walk anyway. Before reaching the end, I encountered an enemy group that pulled off a triple 6, just to be completely annihilated by red knight in the counter-strike.

Back at the camp, it was urgent invasive monster problem. So we went bak into the forest to beat them up. A hard fight, but nothing my party couldn't handle. Beasts seems to behave like human enemies except an extra gimmick if you don't bring back their class counter. As a reward, the bandit's leader lowered the toll to 1000 gold. I really wish I had enough gold to just accept to pay on the spot. After the battle, no one wanted to grind the dungeon more, so we all went to the bed.

After waking up, I counted my gold coins. There were 500+ of them, so I had enough to buy that discounted air mage; only problem, he was no longer at the tavern; Luckily, I remembered there was a weird glitch that made that the people available to hire for each day are rolled when you enter the tavern. So I quickly loaded a save file and got this time an air mage available to hire. Not seen, not caught... I also invited more member of my party to talk with me, including red knight who was way more nice-looking without his armour. I also talked for the second time with blue mage, asking him if he didn't have any thing he was hiding from me. He denied without much conviction. I told him there is someone called Lor with an Anime effect portrait (yes, I made my research) that looks very much like him on the game's page, but he refused to say more.

Time for a revenge against the bandit leader. Now that I had an air mage in my party, the odds are way more in my favour. For some reason the bandit leader's bonus has been reduced to 6, which meant an easy victory for me. I got 70 gold back from my 300 investment. Not a good balance sheet, but totally worth it in ego terms.

Since I have beaten the boss of the level (yes, he is a boss; he even has a boss music; don't discuss that!), I decided to close the game here, as I must still play more of that murder visual novel.

Some extra notes:
-Since it seems impossible to use the page up and down commands to go back and forth in the text (which given the rpg side of the game, makes complete sense), I would suggest removing those from the help section.
-Crafting is pretty confusing to me with all those crafting materials with similar name. I think adding the corresponding icons for those items in the inventory would help a lot. Not that it mattered for me until now, given how much is needed to craft anything. I only got three raw material in total by the way.

(1 edit)

See I played more of the game and reached the third death.
I don't have much to add to what I already said, beside that I should have taken the warning at the start more seriously.

I got my revenge:

Average round 3 experience.

Thank you for your review, fellow fairy.
I was very happy when you came back today, as I really craved to see you have a look at illustration number 2.
Yeah, completing the remake the title screen and improve the initial options explanation tour will be priorities for the next deadline.
There is one thing I would really like have your advice on, as you were one the people that gave me the idea to implement that feature in the first place: what would be your thoughts, after having experienced briefly with it, on the new "Costume" equipment slot? 🧚🧚🧚

Random question: what is the intended way to complete Aqua roads? That puzzle was by far the most difficult for me to beat, and I still have the impression I stole the game with my awkward solution. I literally had to build aqua roads just for the 1 star.

(1 edit)



I saw hythrain playing it and couldn't resist playing more of it myself.

What I like about this game:
-The core concept of a sim city puzzle game
-The execution
-This game even has a translation in my language and isn't QWERTY only!

What this game need (in decreasing order of priority):
-A remove tile button. I can't count how much time I nearly completed a puzzle only to have to restart because there is one single missplaced tile that I put at the start of the puzzle.
-More new building for even more puzzles! For example, a harbour.
-A louder music, as it is currently very quiet. May be also a bit more music variety, the sim city god creator mode theme is nice, but becomes a bit repetitive after 50 puzzles.
-Fixing the bug that prevents the display of the number of a specific tile if there is more than 20 (like the aqua roads in oasis)
-Make the translations proofread by a native speaker, as they aren't very good. I played the game in English for that reason.

This game wasn't on my initial list since it looked to be way too retro for me, but given that you returned me the favour first and that I just happened to have a  90 minutes-long train journey, I decided to give it a go and try to find out who is actually hiding behind AnonymousSilverDazeDev.

There is actually quite a lot to say about this game.

This is the story of RanomPokemonPlayer who learns that Girlfriend is going to the university far away from here in a month. After losing his thoughts in a video game session, he got himself isekai in a strange world with his friend Gyro in a world looking a lot like the real world. Is Girlfriend around there, and if yes, will they be able to save her in time?

I'm kind of conflicted on the battle system: it is quite nice from the point of view of the player with the handling of the MP gauge. On the other side of the coin, this system doesn't work well for the enemies. Most of them can only perform a single action and then have to use their MP-recovering moves. Moves that seem up to now to be nothing more than a simple guard. It is especially a problem for enemy whose first action is a self-buff that will disappear quickly given how buff work in this game, and for bosses that lose multiple turns due to that mechanic. I won't pretend to know to deal with that, but I may suggest trying replacing the enemy guard by a simple attack move that also restore MP, so it doesn't seem they are losing their time.
This game has a really high encounter rate, but it kind of make sense here, firstly because HP and MP are fully healed for free between fights, secondly the battles are quite short and thirdly because the player need those cards to progress the gameplay. Running away seems to never fail also.  Backtracking would be the only case where such an encounter rate would be a problem, so I hope there will be a no-encounter card or music at some point.
Buff skills seem currently to be overpriced to be useful, and the scoring system based on speed doesn't encourage their usage.

Graphics were what I expected: very retro-looking so not for me. I'm sure there are other people that would love them. Two points I noted in that department:
-Characters seem to have always the same face during dialogues. More emotions would be nice.
-Up to now, there isn't much exploration in this game. Maps seems to have only encounters and obvious treasure boxes. I mean, there isn't much things like intersections, secret treasures or interactive elements who aren't doors. I hope it changes later.

I liked some of the musics way more that I expected, especially since if I'm not at all in 8/16 bits musics. My favourite was probably Zeta Squadron. If I'm not mistaken you actually made the music yourself, so well done. One problem in the sound department for me was the SE: they sounded way too loud compared to the quieter bgm, especially the ok one. It is the most obvious in the music gallery. I would heavily suggest adapting those.

Random remarks:
-Kani's attack debuff seems not working against her boss (at least, there wasn't any icon above it), and there was no feedback concerning the failure.
-Restore seem like a weird skill name for a mp-recovery move. It stringly suggests it is a healing skill instead.
-Equipping twice Motivate increases its cost for some reason (not that it matters, but still).
-It is quite funny to me that healing spells with power 20 and 40 seem to be healing exactly 10 and 20 hp.
-The description of the skill Sword goes outside of its message box
-A random passability bug:

I don't know if I will have the occasion to come back to it, as there are other long games I already promised to play more.

In the end, I give this game a "No fairy in a rpg maker MV game? This is intolerable!" out of 10.

Concerning the 'find the anonymous dev mystery': it was actually pretty easy and quick to unmask you once I got access to the internet despite the fact I didn't even know about you before. 🧚🧚🧚

Uminekos aren't exactly known for their player interactions, they are more like crime novels but where the player is intended to try to solve the mysteries by themself. So I don't know what kind of gameplay would be appropriate for such game without feeling out of place.

Renpy support looped BGM with intro, it is as easy as:
play music "intro.ogg" noloop
queue music "loop.ogg"

By the way, a lot of royalty-free musician don't provide distinct intro and loop files, they instead use tags like LOOPSTART and LOOPLENGTH so the bgm will loop in engines that support those like RPG maker. Using Audacity (and a sampling of 44100), you can find back what the original intended loop was and easily create intro and loop files for renpy.

Oh, you were the ones who had to rebuilt the game just before the jam?
Well, in that case, you can count this as free QA. 🧚

That's the kind of games where there is a lot to say, both good and bad.

What I liked about this game:
The unique art style
The musics
The premise that also translate into gameplay with the photos

What this game need (in decreasing order):
Polish! And a lot of polish. There are a lot of bugs in this short game.
-I'm pretty sure I saw all the photos except may be number 11, but I had only 8 unlocked at the end.
-Key items and the skill that gives SP targets all allies and can be used out of battle. Most skills can actually be used out of battle thanks to those SP.
-Burning flame don't restore SP but MP, by the way, MP are completly useless in this game.
-One case is impassable for no reason after activating the switch.
-The old librarian looks not to be the same character if interacted with from the side
-Some libraries seem to have a "under the hero" priority, making them impossible to interact with
-Probably some more I forgot
Better battles. Currently the game is super easy, any battle can be easily won by spamming the six hits skill. Some skills are also missing animations.
Replace the last placeholder graphics/SE
Give the F button an actual purpose, as currently all photos can be gained with the ok button.
Items and equips would benifit a lot from custom icons.
Give strawberry milk a price of 300 instead of 301. (Please...)

Yes.
(By the way, don't take this particular suggestion too seriously. 🧚)

(1 edit)

I'm afraid a faerie dragon wouldn't count for that purpose. 🧚🐉🧚

(Better than nothing, I guess.)

I mean, there aren't that many different enemy fighters. It doesn't take long to fight them all.
You could add a fairy, for example... 🧚

A boss rush with a "Mario and Luigi" style of combat. Not my cup of tea, but I must recognise it is well put together.

What I like about this game:
-The game is easy enough for an awkward fairy like me, at least in the first rounds
-The simple controls
-The music
-The animations

What this game need (in decreasing order of importance):
-Fairies! Any RPG game without fairies is an automatic 0 for me.*
-A tutorial to better explain the use of the TP skills, I still miss 50% of those.
-More content. The game's bestiary feels a bit limited, and I have the impression the arena is just a suggestion of stronger and stronger enemies until you lose.
-Replace the arena theme (Undersea palace) by its other version that loops seamlessly. I know it exists, I use this exact same track in my own game. 🧚🧚🧚

-Check that all texts fix the black speech balloon


*I'm joking, obviously. Or am I? 🧚

Among all the WIP features, the one that this game really need the most is the possibility to play against an AI, so it can reach a more broad public.


(It was pretty easy to find the mandatory game end screenshot for this game, I just had to look at the credits.)


I am somewhat knowledgeable in Touhou things, but I'm not at all into fighting games. I am a solitary fairy (I tried asking my 4-legged pets, but they weren't very cooperative...), so I could only test alone with my keyboard and my xbox controller. I don't think I am well placed to comment the core gameplay given my limitation.
The art style (and the voice acting, for that matter) feels a lot like some Touhou 3D videos I saw on youtube during my off-hours.
The music is probably my favourite part of this game. It sounds a lot like a bunch of Touhou remixes, and that is exactly what a game like this need as soundtrack.

Random points I wanted to mention:
-I don't exactly see the point of showing the controls scheme of any character who isn't taking part in the current combat.
-I saw consistently a weird graphic artefact in long screen (it is the more visible in the credits, but it appears at other place too). It looks like a short blurred line. I assume it is a bug.
-Without the context, the third word of the third sentence of the quote for the original character feels extremely weird.

In the end I give this game a "I'm still looking for any fairy in this game" out of 10.

Disclaimer: I'm not exactly a fan of Umineko, I usually prefer mystery visual novels where the player is more involved, like Ace Atorney or Dangaronpa. I played the game for like 90 minutes, I will see if I have the time to go back to it once I'm done with the other FBQ entries that interested me.

This game gives a big Umineko vibe. In particular the earliest version with those backgrounds looking like photos that have been gimp-filtered and simple character models. The first murder mystery and the characters are interesting, I want to see how the mystery will be solved, I have made my notes for my future readings. I like a lot the presence of the map so the player can feel they have complete control over the space. It seems the game has some meaningful choices, but the only one I encountered was locked away. I've nothing to criticise about the writing so far, but I'm not an English speaker, so don't give too much credits to my advice on that point.

One thing concerning the maps: it feels a bit weird to me that the arrows to switch between maps is grey, but white when there is no map to move towards (basement and 4th floor). The reverse would make more sense.

Like Animamendi24, I noticed some of the bgm not looping seemslessly, so I will encourage you strongly to improve that point, as the music is very important in visual novels.

Completed the game for Mayshing since she was not a puzzle mood.
It reminds me a lot the Pr. Layton train puzzles.
One note: when the witch give away a mushroom to a hedgehog, she doesn't seem to lose any of her own mushroom (or at least, she doesn't lose any mushroom icon).

🧚‍♀️🧚‍♀️🧚‍♀️

Wow, you progressed until the end of the school chapter?  🧚‍♀️
That's quite impressive!
Time for me to add some Touhou to my agenda.

🧚‍♀️🧚‍♀️ Icicle Fall! 🧚‍♀️🧚‍♀️

I would have one little question concerning your post:
Is the dungeon master you are mentioning this one?

Can wait to see your experience in video. 🧚‍♀️

Concerning your suggestion:
Unlike the most of the artworks, this title screen was actually made by myself some years ago, way before the VN-style artworks were added to the game. So it has some sentimental value, but I totally agree it didn't age that well compared to the rest of the project. My current plan is to remake it myself, but the result will probably be below the quality of the VN illustrations. Do you think I should just commission an artist to do the job instead and call it a day?

Thanks for playing! 🧚
A little question: which of the "how to play" seemed to you the most culprit of throwing too much at the player? The black screen at the start? One of the tutorial fights?

I knew who made this game just by looking at the miniature.
I spend like two hours playing the adventure of magica-girl Flora, colour-swapped Angel and magica-boy Edwin. It remind me a lot of Pretty Pyro who was a fun jam game.

What I like about this game:
-The absurdist writing is still there
-There are even more fairies in this game!
-Aaron's music

What this game need (in decreasing order of importance):
-A way better artistic coherence for the battlers. Most of the enemies don't seem at their place in this game, and look like they have been ripped from the internet.
-I feel the timer for enemy to respawn is way too short. I had multiple case where I entered a room with multiple ennemies and the first one I defeated came back shortly after i defeated the last one.
-Fixing the volley equipment that doesn't do anything, the offensive skills that can be used outside of battle and give all skills a proper description.
-It is very hard to impossible to select certain enemies with the mouse.

Oh, you thought the teleporter crystal was the way to go instead of the stairs?
I guess I could remove the "Angel is about to use the teleportation crystal, but she feels like she forgot someone..." text and put directly the "Due to the breakfast rush, the teleporters are currently overloaded." dialogue as the teleporters can not be used until the breakfast cutscene anyway. I wasn't expecting anyone would be so confused by that crystal. 🧚

I have just finished reading your review and playthrough notes.
Thank you for taking the time to share your full experience as you may imagine it is pretty hard getting comprehensive feedback from people who drop the game quickly. One thing that surprised me a lot was that you felt stuck... in the starting room? It is a first time for me, so I would love to know how it happened. 🧚 I got the impression you felt obligated to search the whole room looking for something, so my question would be, what gave you this sentiment?

Among the submissions of FB6 that caught my attention, there was that nice looking fantasy visual novel. It seemed to have more gameplay than a traditional visual novel and I love visual novels with more gameplay than just choices.

While I was downloading the game, I took a little nap. When I woke up, I was surprised to find myself in a throne room with a queen, a seer, a mage and a bodyguard. I was expecting to be playing a fantasy werewolves game, but the seer says I am a kind of legendary hero or something. Wait, me a hero? That's nonsense! I'm just a regular luck fairy, I'm good at anything other than pranking innocent people! The queen seems to agree with me, but for some reason she decides to put me in prison. How fairyphobic from her! With her bodyguard holding my whole body inside his fist, I have no way to fly to escape.

After a forced nap, I wake up in a prison cell with the mage from the throne room, who tries to convince me I am really the hero they are looking for. I don’t try to contradict him too much, since I don’t want him to close the door after me if I don’t go along with him. He asks me if he must call me ‘My lord’, ‘My lady’ or ‘Whatever’. I don’t even answer, he realises quickly there aren't many non-female fairies with “Fortuna” as a surname. Then he asks for a name for his party of colour-swapped DnD characters. I gave him the word that passed through my mind, so our group will be called “The cabal”.

We leave the prison room and we come across a guard patrol. Hopefully, we are four plus a fairy versus three, so it should be easy. However, the mage insists that we fight three vs three for ‘balance reasons’ I guess. After being explained the combat rules of this world, I finally got why the seer had so much hope in me: those battles are exclusively resolved by rolling dice and seeing who has the bigger number. It is my chance, as if there is one thing I can do -besides pranking people- it is to get good dice rolls. There is a little subtlety in the fact that it is an auto-battler where you pick up units that exploit the weaknesses of the enemy team by selecting the right counters, giving you a flat -3 to +3 bonus to your die total, meaning I need to do some basic maths when selecting who will fight.

After this first battle, I realise something horrific: my good luck powers don’t work in this world, my dice aren’t any better than the enemy team. My allies still are impressed by my supposed “skills” so I play around with them. Since I can not get good dice results with my natural obscenely high luck stat, I decide to do what every sensible person would do: cheating. Every two turns or so I add an extra die to the mix, and if an enemy catches me, I pretend it is a “leadership extra roll”. Hopefully it will be enough to keep every battle under control without my allies noticing I have no value as lucky charm…

This prison is actually quite big, and there are a lot of guards out there. Too many guards, actually. Fighting them becomes quickly repetitive, as there isn’t any input from my part beside selecting the good units at the start and pressing the dialogues boxes. I would heavily suggest cutting the number of encounters in the prison by half or even two thirds while increasing the relation/gold rewards to compensate. There are also quite a bunch of nice mini-dialogue scenes and something a bit of gold and oh! Nevermind, just more guards encounters. I unlock later the ability to reroll in case we lost a round, but I don't feel like calculating with proper maths if it is really worth it to use this ability over the cheaper leadership die, so I didn't use it.

What should happen eventually does happen, I meet a regular enemy group who after a couple of lucky rolls defeats my team despite my team having a +1 advantage and an extra half-die. I was about to use my “protagonist’s plot armour” skill to reload a save before realising than losing a fight has no impact in this world, so I invent a “heroic aura” excuse to explain why we are still standing and say to my team that this defeat was absolutely 100% intended and was actually a test of their faith in me.

A few moments later we come to an impasse with an event that isn’t about finding gold or defeating guards, with the mage proposing to look at some prison cells. I say no just to mess up with him, but to my surprise he says it is wise on my part and that we should continue. We finally reach the exit, which is guarded by an elite soldier that was teased a bit earlier (he is also definitely going to join my team later, as shown on the itch page). His team is quite unbalanced, but he has a flat +8 bonus and an ability who allows him to deal damage to our team based ~60% of those his team suffered (unless his team is dealt 1 damage, in which case his skill will still activate and inflict no damage). Needless to say that I narrowly lost, and for some reason the dungeon master teleported me close to the impasse from earlier. Since there should be some logic behind that apparent madness, I go back to the cell and find a Water knight whose element is conveniently the weakness of the elite soldier. I go back to the boss, lost another encounter against a team of priests of the double six, and then defeat the boss who thought giving himself a +6 bonus would allow him to beat my team.

One recruitment later, we are outside the prison. One night later, we are about to traverse a forest full of brigands, and we find out there are quite a lot of brigands encircling us. I could have tried to fly away, but those kinds of brigands usually have proficiency with bows, so I prefer the diplomatic approach. They don’t seem to like the queen either, it seems. We are forced to go to their village where we will hopefully find an arrangement before they hand us over to the queen. It seems like the gameplay is now to organise my days to reach that goal. Now time to gossip (I’m very good at that!), shop (hum, where can I see my inventory or how much gold I currently have?), bet on fight (someone said unregulated gambling? I’m really made for this world) and flirt with my al… wait, it is that late already? I need to go to the fairy office tomorrow!

I hope you had as much fun reading as I had while writing this. I will definitely play more of this when I have the occasion (I have other games from the jam I want to give a try in the meantime). I need to see if the combat gameplay improves/complexifies itself later into the game.

In addition to what I already said about the number of encounters and the lack of UI inventory at the village, I also need to point out that the game seemed to run pretty slowly during battle. Characters’ idle animation seemed to have only a couple of fps and there was a big delay before getting the option to roll the dice. I played on a random 2019 laptop, for info.

What can I also say? The live2d models and simple backgrounds are serviceable and fit the game pretty well. Music is pretty nice, too bad new players will mostly experience the dungeon and combat music. The fire emblem voice acting is also a nice touch.

In conclusion, I give this game the note of “the moment you hear “triple bonus” but it is just a triple of 1”/10.

(2 edits)

Changelog since Feedback Quest 5:

TLDR:
-Added VN-style illustrations
-Added new artworks for some key items
-Added 2 hours worth of gameplay at the end of the game
-New feature: the costumes. They allow you to change the appearance of all the playable characters

Full changelog (Feedback Quest 5 was version 42, RPG Feedback Quest was version 53)

Note: For anyone who has saves from an older version of the game, those are 100% compatible with the newer updates. Any illustration added in the mean time can be seen in the picture gallery after loading your save and any costume you missed will be automatically added to your inventory.

The floors of the tower being too similar was actually a point brought up during the last feedbackquest. To remedy to that, I added some signs next to the stairs to highlight the main places of the modt confusing floors. I guess I could add some more. Which were the floors you had the most trouble to differentiate?

In any case, I would be super happy to read your feedback concerning the continuation of your adventure.

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Time for a more complete feedback!
First a disclaimer: I'm not a big arpg player, and I have no experience playing diablo-like games. This isn't the kind of game I would usually play.

The first thing I noted concerning about this game was the lack of ability to remap the controls, which was quite problematic in my case as I use an azerty keyboard and arrows aren't an option either. So in the end, I played with my mouse. It was better than I expected, my only complain would be that sometimes the character would use their basic attack rather while I wanted them to move.

My character was a female ranger whose hair had the power to go trough her hat until I saw the "not display hat" option. It was probably a terrible choice, as I never received any bow as loot in any of my run. The "bear trap" ability of the ranger was quite a puzzle for me, as you can directly stun enemies by right-clicking them, even through walls, there is no need to set up your trap. I would suggest to change the flavour of this ability (may be a stun spell?) as it isn't how one would imagine a trap would work.

I'm not sure I'm well placed to comment over the gameplay, as I said it isn't my type of game. The game seems more on the easy side as I first-tried all the dungeon. Game mechanics were nicely progressively introduced. The enemies' IA seemed good at its job. I had the feeling the gameplay was quickly repetitive, but I assume it is something inherent to the diablo-like genre. I looked a bit at the dungeon generator; it reminds me a bit of the customisation of vehicles and buildings in Spore. I imagine it can be a fun distraction between two dungeon runs.

The art style is quite good. I'm not a big fan of the low-poly style in general, but I must recognise it fits really well this game. One thing that could improve it would be to give dungeons and enemies different and distinct flavour theme, like fire, ice, etc. I saw there is actually two different flavour theme in the dungeon creator, but they feel very similar. I guess it is already in your todo-list.

The few existing musics are nice, but I wish there was more for during the dungeon. The transition from the main music who is quite energetic to the ones of the sub-menus who are way more calm feels also a bit weird.

PS:
While searching for controls options, I found instead a language option. I switched off to French for a moment, and I quickly switched back to English, as the translation need way more work. I assume it is machine-translated, as no French speaker will ever translate Hero to Héro without the 's' or Salvage to Sauvetage in a crafting context. I also saw special characters being coloured in black rather than white, texts still in English and texts that went outside of their associated space. I still appreciated the effort to reach a more international audience (I didn't penalise the game's score for the translation's shortcomings).

Time for more feedback:
As I already said, my main problem with this game is its confusing UI and its game mechanics who aren't explained at all. I also feel the feedback given to the player of their actions and the enemy actions is currently pretty poor, it is hard to understand what's going on without looking at the battlelog. The game feels currently pretty simple (I mean, the gameplay doesn't have much depth), but I'm sure you are already working on more game mechanics.
I'm a bit conflict with the art style; the cutscene illustration are stellar but the combinaison of 3d forest view from above and 2d sprites feels very weird to me. I don't have experience with 2.5d games, so I can not exactly say how it could be improved or if you should go all-in in one direction as suggested by hythrain.
SE are fine. The musics are nice, but I wish there was more of them; for example there is no music for the main menu (but for some reason, there is one in the options) and there was no music during some cutscenes.

In short, a game with a lot of potential, but that's currently still in early alpha stage.

I still have the last game of the jam to test before giving everyone a more in-depth feedback, but something I can already say is that this game's interface is extremely confusing for someone like me who never played a game like this one. It took me quite some time to understand that the sword is my life bar, for example. A simple picture explaining what is what (like the ones in the barbaric game to explain the shop and the death) would be more than welcome as a quick tutorial. Same for the elements, I still don't know what was the point of using the element commands.

I saw you can get discount by petting the dog when I made my own testing run to get a feeling of the controls, and that you can make items in the shop stupidly expensive by flirting with the final fantasy mage, yes.

-Too much spikes traps (and I can confirm myself; you are an evil dev 🙃)
-No secrets were found (or at least, I don't know what you are referring to)
-Yes, multiple times
-The dog was pet once I think