That's fair. The rtp facesets are a bit lacking when it comes to animals. I think Kasumi is probably my favourite out of the characters. I found her to be quite funny during my playthrough.
GreenVegetations
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Ohh, what I meant by the shops, were the shops in the village rather than the overworld. Like you would get money from the enemies during your escape and use it at the village. BUT there was supposed to be another town at the port. I didn't consider the idea of going back to the village once you start your journey but yeah that is something I should have included.
And thank you so much for liking the way it was set up. I wanted to play with gameplay and storytelling a bit in the beginning, where initially things are quite difficult and you would die quickly if you aren't careful, but things would end up getting slightly easier once you get Kasey to help relieve the tension a bit. The encounter is actually like an optional super boss that you can beat if you plan carefully with Kasey but it is intentionally set to be hard to accomplish.
I definitely wouldn't have been able to make the visuals as interesting if it wasn't for the fantastic rtp modifications and assets by the community. Which is a bit sad considering the closure of the forums.
Hey, thank you for checking it out and yeah there was a quite a few points where it was a bit rushed. I had initially planned for like a steal skill to get gold from enemies and to have a plugin to adjust the escape rates for the enemies but I just ended up using RPG Maker's default one instead. Ideally, with the gold obtained from fighting the enemies, you could have enough to buy from the shops.
Also yeah the Kasey ending should not have occurred prematurely. I actually had like half the game left after you entered the house lol, but I had to cut it out because of time. But I am glad that the auto save feature came in handy.
And thank you for mentioning the issue about not knowing how to progress in the overworld. I thought having the event triggers at the entrance of the castle would have been clear, but I should have expanded the detection area to perhaps the entire castle so that the player can more easily reach the target.
I played the game and thought the idea of having 5 party members at once was quite interesting. And the overall moody tone of the game was done well with the music choices. However, an issue I noticed is that there are some moments when the gauges exit the UI. And I think it would be better if there was a face graphic for Noah.
I am not familiar with the set up for your project, but maybe you can try this plugin: NUUN_BattleGaugeWidthFix.js. It might fix the out of frame gauges bug when you have more than 4 party members. 
Another issue which may be a bug? is that when I am near the beach home, the "I can see it! The Beach home of my Best Friend!" conversation keeps repeating whenever I land on a particular tile. I think this is because the touch event that triggers the dialogue did not properly change it's self-switch to a page that doesn't cause the trigger after the first interaction.
Hey, I played your game recently and thought that it was very charming. I like how so many of the characters have an initial dialogue and another for when the player continues to speak with them. And I think you did a good job of balancing the lighthearted parts with the more serious theme focused moments.
Hey this is a really great idea and I really enjoyed how you implemented the idea of role reversals. I really liked the risk factor of the time delay for switching between the driver and the car as the obstacles are approaching fast and I think it helps you to be careful with your decision on when to switch.
I liked the simple pixel art style used for the game. I think it fits quite well especially with the music used. I am not quite sure what it was but there were some points where it felt like there was an invisible border and I couldn't jump through the area but aside from that I think its a great first game.
Hey, I just played your game and realised that we actually have pretty similar ideas of reversing a tower defence game. I think your units look quite good and I like the idea behind them. I think the main problem I have is that after a certain point in the map I am unable to place any units, however, there isn't really much of a visual indicator to let me know where the point is.
