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Indrah LadyPotato
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Welp, from your screenshot and feedback and some futzing around I think found the issue, in case you want to add it as a note to the guide/plugin:
It does not work if the file is inside a subfolder (for example img/characters/actors) rather than just img/characters.
In any case with that fixed I can advance, cheers and thanks for the cool assets o/
EDIT: Fixed, it doesnt work if the file is inside a subfolder, it has to be the main img/characters folder.
I MIGHT be going insane but I believe the RED_ElementsFix plugin to fix positioning in MZ doesn't work.
I've tried using it alone in a project, the file starts with ), and it doesn't move the sprite around at all in any direction.
Maybe it's been affected by a MZ core patch? Or am I
missing something? (screenshot: green line where the actual bottom of the frame is. Supposed to be standing next to the glint bit).

I streamed this and you were there, but a quick rundown:
- Resources and maps are fine, only aspect I'd fix is giving the protagonist a walking animation and maybe touch up his idle animation.
- Get rid of the sprites resizes enormous for portraits, they look very off. If you want that effect, go for using them as "face size" instead.
- Cute windowskin, but I'm not very sold on the font (minor nitpick).
- The concept is nice and original, but I'm mixed on execution. My biggest gripe by far is not being able to cancel out of attacks and repositioning movement.
- A lot of stuff isn't explained, a simple statement during the first encounter with mechanics would suffice "you can't correct movement, so be careful", and similar things when new gimmicks are introduced.
- The gimmicks are introduced at a good pace, but I'd say there's too many minigames per turn. Less enemies (or decreasing their effective range/giving them milder skills as a cooldown) would help so it doesn't feel as annoying to deal with.
- Fuck the snack snake minigame.
- Reloading is horribly slow. Speed up the entire game over scene and let me save anywhere.
- Some minigames feel like they don't give you enough time, though it could have been bad luck.
- A menu to check my base stats an the effects of the skills I get would be nice.
- I'm not sold into the story and dialog, mainly because I don't like kiddy protagonists and partly because the humor just doesn't work for me.
Overall a solid effort that could do with some polish, and take my feedback with a grain of salt: I'm not particularly good or into minigame based games like this. Still, definitely a good effort and I can see how programming it could have been challenging! Good job.
I streamed this and you were there, but a quick rundown:
- Resources and maps are fine, only aspect I'd fix is giving the protagonist a walking animation and maybe touch up his idle animation.
- Get rid of the sprites resizes enormous for portraits, they look very off. If you want that effect, go for using them as "face size" instead.
- Cute windowskin, but I'm not very sold on the font (minor nitpick).
- The concept is nice and original, but I'm mixed on execution. My biggest gripe by far is not being able to cancel out of attacks and repositioning movement.
- A lot of stuff isn't explained, a simple statement during the first encounter with mechanics would suffice "you can't correct movement, so be careful", and similar things when new gimmicks are introduced.
- The gimmicks are introduced at a good pace, but I'd say there's too many minigames per turn. Less enemies (or decreasing their effective range/giving them milder skills as a cooldown) would help so it doesn't feel as annoying to deal with.
- Fuck the snack snake minigame.
- Reloading is horribly slow. Speed up the entire game over scene and let me save anywhere.
- Some minigames feel like they don't give you enough time, though it could have been bad luck.
- A menu to check my base stats an the effects of the skills I get would be nice.
- I'm not sold into the story and dialog, mainly because I don't like kiddy protagonists and partly because the humor just doesn't work for me.
Overall a solid effort that could do with some polish, and take my feedback with a grain of salt: I'm not particularly good or into minigame based games like this. Still, definitely a good effort and I can see how programming it could have been challenging! Good job.
This was a very disappointing experience because of the blasted pixel movement. Why, oh why did you put it in ;-;
I was enjoying the game just fine until in the first place I came to the spike room and it all went to hell. I gave it 5 tries. And I just could not. The pixel move collision REFUSED to cooperate and despite me being miles away visually from the spikes I kept getting hit and dying. It was honestly very upsetting because I was enjoying it fine.
What little I can comment on:
- Rework or get rid of the blasted pixel movement. It adds nothing and is a problem with collision.
- Use of materials was nicely done, maps were simple but that's fine because the tileset which I love is made to be.
- Combat was dull form what little I saw (only got kick and to fight rats and slime(, cant comment much for later parts.
- Presentation of story was okay and I was somewhat intrigued.
- I wasn't a fan of the font and the textboxes splitting text between different boxes. It breaks the pace of dialog for no good reason. Either split your text to fix all in one box per line, or make your textboxes bigger.
I honestly wish I could play this game more and see what it was about but the spike room collision broke my patience after multiple tries. I hope other people don't have that problem because it was very early to run into such a problem.
Don't want to rate it because I didn't get far at all to judge. I don't know how people do it, I jsut couldnt get past the spikes. Is it just me??
Tried this out but it was extremely rough in many ways. I stopped once I walked around and the only thing I could find to do was go into the caves an dungeon, but since I had no skills I just died to encounters, meaning there was no way to progress.
I'll take a wild guess that this is an early newbie project and that the developer isn't great with English.
- Dialog and text was VERY rough and shoddy. No punctuation, no capitalization, nonsense grammar. Even if you're not good at English having ANYONE take a simple go through it to fix the worst would have been a great improvement.
- Resource use was rough, maps were poor, dark for no good reason and empty.
- As stated there was nothing to do. Exploring yielded nothing, and combat was impossible with no skills at all.
- Sometimes maps will ask if you want to enter/leave, sometimes not. Entering a dungeon means you cannot leave where you came from for no explained reason.
- There is no clear aim or signposting of what I'm meant to be doing. I assume get a job or money, but no one was offering anything.
Overall would need a lot of work.
Streamed this (jam version)! You were there for all my feedback, but for log purposes: overall a solid game but gets caught up in annoying niggles that damped the experience enough for me to stop (but I am very particular and biased).
- Great art! No need to explain, it's obvious. Neat music too. Only problem I had graphically was that the 3 tribes look too similar and caused some minor confusion in combat.
- The map function was great!
- The story and characterization was fairly dry and utilitarian, which is a bit disappointing for me (characters and dialog are my jam).
- Walking was horribly slow. Please god make it faster, there is no reason to force this pace. It's fine if you don't want a full sprint but a big exploration game so slow is painful.
- Missing sucks. Get rid of it (it's an engine thing about accuracy, nobody likes it). (Not the same as EVASION, evasion, when an enemy feature and properly signalled, can be fine).
- I'm still unsure on how Stun and Paralysis worked, but it felt unsatisfying.
- Random caves and fish: the fish were fine, because the result was always positive. The caves almost didn't feel worth the hassle because I nearly always got a bad result or encounter (or worse, nothing at all).
- After the tutorial area some of the environment looked interactable but was not, which made things a bit confusing. The radio towers being pure decor was a bit odd.
- In general the randomization made me not like the exploration as much, because I was not sure if it was worth going around or just save scumming. Are some spots just fixed loot? It's hard to say. It's a shame to have a nice exploratory map and be almost punished with random stuff instead of substantial finds. A mix of both would be fine if they were visually distinct (and hinted at by the game).
- The building system felt kinda tacked on. Early on I was too poor to use it, then it just felt like there was little point. I assume it was a mix of lack of time and functionality, but it definitely deserves an expansion. I'll give some suggestions below.
- Balance. It felt weirdly punishing. There is very little you can do choice-wise in combat, with only the Ufonaut having a wide array of actions. Your minions have 1 skill/weapon each, and it's not sure useful (as far as I played), so they're always weaker. I'd suggest expanding their options.
- No leveling up. Oof. This meant gear was the only way to improve and there wasn't that much variety (THAT I FOUND). I'd have preferred a small levelign system even if it was just stats, or even giving one level when discovering hidden spots on the map.
- Balance: it felt like going around without a 100% full heal was asking for death in most areas, but backtracking (or making a new rest) every time would be very dull.
I have plenty of suggestions on how to improve, but obviously you may not agree with me, so take me with a major heap of salt:
- Get rid of miss. Improve walk speed.
- Make non-respawning items have a visual tell. Either change their visual once "spent" or give their "ready" state a glint or similar that goes away once used.
- Balancing, lots of different ways: leveling, adjusting enemy damage, giving your minions more things to do (for example giving them their own accessory types with skills), etc.
- Look into a less clunky battle system, the default is a bit lacking and unclear with turn orders. There's plenty of plugins for this so maybe give them a look.
- Adding more functions to building, a few ideas:
- Material sinks: map-bound landmarks that you repair or similar that give permanent bonuses in exchange for a chunk of cash/items/specific items/quests.
- Dismantle on-map stuff (like the unused radio towers) for materials or items.
- Detection towers: use on-map environment (such as the radio antenna) to turn them into precious chest detectors marked on the map. You could easily make "big fixed finds" easier to locate this way, and give more reason to explore (exploring the mainland as is is a bit intimidating because it's not very marked besides "big landmass"
- Something to fill your map: some way to split areas by difficulty, even loosely, or big impassable walls splitting areas.
And I've rambled WELL ENOUGH! I think this game can very, very easily become great with a few fixes. Mind you it's obvious not everyone has the same issues I do! In any case, it's a great effort, even more if you come from other engines and it's the first rpg maker one you make. Congratulations on that, for sure. The presentation here is the star, as as you said all graphics are custom and that's absolutely no small feat.
Streamed this (jam version)! You were there for all my feedback, but for log purposes: overall a solid game but gets caught up in annoying niggles that damped the experience enough for me to stop (but I am very particular and biased).
- Great art! No need to explain, it's obvious. Neat music too. Only problem I had graphically was that the 3 tribes look too similar and caused some minor confusion in combat.
- The map function was great!
- The story and characterization was fairly dry and utilitarian, which is a bit disappointing for me (characters and dialog are my jam).
- Walking was horribly slow. Please god make it faster, there is no reason to force this pace. It's fine if you don't want a full sprint but a big exploration game so slow is painful.
- Missing sucks. Get rid of it (it's an engine thing about accuracy, nobody likes it). (Not the same as EVASION, evasion, when an enemy feature and properly signalled, can be fine).
- I'm still unsure on how Stun and Paralysis worked, but it felt unsatisfying.
- Random caves and fish: the fish were fine, because the result was always positive. The caves almost didn't feel worth the hassle because I nearly always got a bad result or encounter (or worse, nothing at all).
- After the tutorial area some of the environment looked interactable but was not, which made things a bit confusing. The radio towers being pure decor was a bit odd.
- In general the randomization made me not like the exploration as much, because I was not sure if it was worth going around or just save scumming. Are some spots just fixed loot? It's hard to say. It's a shame to have a nice exploratory map and be almost punished with random stuff instead of substantial finds. A mix of both would be fine if they were visually distinct (and hinted at by the game).
- The building system felt kinda tacked on. Early on I was too poor to use it, then it just felt like there was little point. I assume it was a mix of lack of time and functionality, but it definitely deserves an expansion. I'll give some suggestions below.
- Balance. It felt weirdly punishing. There is very little you can do choice-wise in combat, with only the Ufonaut having a wide array of actions. Your minions have 1 skill/weapon each, and it's not sure useful (as far as I played), so they're always weaker. I'd suggest expanding their options.
- No leveling up. Oof. This meant gear was the only way to improve and there wasn't that much variety (THAT I FOUND). I'd have preferred a small levelign system even if it was just stats, or even giving one level when discovering hidden spots on the map.
- Balance: it felt like going around without a 100% full heal was asking for death in most areas, but backtracking (or making a new rest) every time would be very dull.
I have plenty of suggestions on how to improve, but obviously you may not agree with me, so take me with a major heap of salt:
- Get rid of miss. Improve walk speed.
- Make non-respawning items have a visual tell. Either change their visual once "spent" or give their "ready" state a glint or similar that goes away once used.
- Balancing, lots of different ways: leveling, adjusting enemy damage, giving your minions more things to do (for example giving them their own accessory types with skills), etc.
- Look into a less clunky battle system, the default is a bit lacking and unclear with turn orders. There's plenty of plugins for this so maybe give them a look.
- Adding more functions to building, a few ideas:
- Material sinks: map-bound landmarks that you repair or similar that give permanent bonuses in exchange for a chunk of cash/items/specific items/quests.
- Dismantle on-map stuff (like the unused radio towers) for materials or items.
- Detection towers: use on-map environment (such as the radio antenna) to turn them into precious chest detectors marked on the map. You could easily make "big fixed finds" easier to locate this way, and give more reason to explore (exploring the mainland as is is a bit intimidating because it's not very marked besides "big landmass"
- Something to fill your map: some way to split areas by difficulty, even loosely, or big impassable walls splitting areas.
And I've rambled WELL ENOUGH! I think this game can very, very easily become great with a few fixes. Mind you it's obvious not everyone has the same issues I do! In any case, it's a great effort, even more if you come from other engines and it's the first rpg maker one you make. Congratulations on that, for sure. The presentation here is the star, as as you said all graphics are custom and that's absolutely no small feat.
Played this, but I came out thinking it was all very basic and really suffers from needing a stronger hook for the player, a really strong aspect to latch on on:interesting gameplay, exploration, story, characters...anything. But I couldn't get into it, despite reaching the end. It feels like a competent early developer project.
- The system icon being a lying skeleton is a great touch.
- Custom art is nice, especially the facesets.
- Side view actors are nice BUT: the skeleton (arguably the protagonist) has much less love to their animation than the other two? Also they are too small, size all of them up x2.
- Custom tiles are fine but the maps are rough. Especially the first map, which you use for your banner (whyyy), the rest look like auto-generated maps but at least they break up the space a bit better. It feels like such a waste to have neat custom tiles and such barebones maps.
- Combat needs a bit more oomph, I feel like I have no reason to use 3/4ths of the skills. Buffs? They barely last and the effects are mediocre. Purify? Didn't meet a single status ailment. Purge? Found ONE in the final boss and it was just MDEF up when most of my dmg was physical. There just wasn't much strategy going on besides "single target/aoe hit then heal when needed".
- It feels like the healer keeps getting targeted and eating shit constantly. It's probably all random but its annoying when my cleric basically only ever heals herself. Might want to reduce her aggro behind the scenes so she doesn't get hit as much.
- Miss way too often for no good reason, unless evasion is involved, suggest getting rid of misses.
- Why does the orc boss cast Purify All? i have no way to apply ailments to his team.
- Skills are fairly unoriginal, especially on the skeleton. You really didn't do anything about them, they could ahve done SO MUCH, for example, being immortal (coz undead) being damaged by healing then having a skill that scales with missing hp, having bone projectiles as ammo...anything, really!
- Ending is abrupt.
The game just feels very barebones in most aspects (but the art, the art is nice). Not BAD, all functional, but barebones. It's fine if a game has some aspects that are, but when there is no prominent aspect to hook the player it just makes for a fairly dull experience, which is a pity. It IS a finished and complete project that works, however, and that's already an achievement, so hope this was a good project to learn from for your next ones.
Played this, but I came out thinking it was all very basic and really suffers from needing a stronger hook for the player, a really strong aspect to latch on on:interesting gameplay, exploration, story, characters...anything. But I couldn't get into it, despite reaching the end. It feels like a competent early developer project.
- The system icon being a lying skeleton is a great touch.
- Custom art is nice, especially the facesets.
- Side view actors are nice BUT: the skeleton (arguably the protagonist) has much less love to their animation than the other two? Also they are too small, size all of them up x2.
- Custom tiles are fine but the maps are rough. Especially the first map, which you use for your banner (whyyy), the rest look like auto-generated maps but at least they break up the space a bit better. It feels like such a waste to have neat custom tiles and such barebones maps.
- Combat needs a bit more oomph, I feel like I have no reason to use 3/4ths of the skills. Buffs? They barely last and the effects are mediocre. Purify? Didn't meet a single status ailment. Purge? Found ONE in the final boss and it was just MDEF up when most of my dmg was physical. There just wasn't much strategy going on besides "single target/aoe hit then heal when needed".
- It feels like the healer keeps getting targeted and eating shit constantly. It's probably all random but its annoying when my cleric basically only ever heals herself. Might want to reduce her aggro behind the scenes so she doesn't get hit as much.
- Miss way too often for no good reason, unless evasion is involved, suggest getting rid of misses.
- Why does the orc boss cast Purify All? i have no way to apply ailments to his team.
- Skills are fairly unoriginal, especially on the skeleton. You really didn't do anything about them, they could ahve done SO MUCH, for example, being immortal (coz undead) being damaged by healing then having a skill that scales with missing hp, having bone projectiles as ammo...anything, really!
- Ending is abrupt.
The game just feels very barebones in most aspects (but the art, the art is nice). Not BAD, all functional, but barebones. It's fine if a game has some aspects that are, but when there is no prominent aspect to hook the player it just makes for a fairly dull experience, which is a pity. It IS a finished and complete project that works, however, and that's already an achievement, so hope this was a good project to learn from for your next ones.
This game is definitely not for me, (i am neither good at strategy nor chess) but there were some things I can comment on:
- Custom art and tone was engaging and held tone well.
- Presentation is very muddy: while assets alone are fine, all together the game seems very hard to parse: backdrop is too detailed and distracting, while pieces blend in. It's also hard to tell when pieces are done for the turn or not (yes, there is a signal but something that pops out more would help).
- I might not have payed enough attention during the brief tutorial, but I feel like things weren't explained enough. Tutorials are difficult, but a more detailed one (on player demand at least) would have been very helpful.
- Again, this might be me, but I felt like the concepts got mixed in weird ways: chess concept? sure. Then rpg maker style combat skills? Er, ok...what happened to chess? In general I think better onboarding is necessary.
I spoke more during the vid, but overall the main problem for me was conveyance.
This game is definitely not for me, (i am neither good at strategy nor chess) but there were some things I can comment on:
- Custom art and tone was engaging and held tone well.
- Presentation is very muddy: while assets alone are fine, all together the game seems very hard to parse: backdrop is too detailed and distracting, while pieces blend in. It's also hard to tell when pieces are done for the turn or not (yes, there is a signal but something that pops out more would help).
- I might not have payed enough attention during the brief tutorial, but I feel like things weren't explained enough. Tutorials are difficult, but a more detailed one (on player demand at least) would have been very helpful.
- Again, this might be me, but I felt like the concepts got mixed in weird ways: chess concept? sure. Then rpg maker style combat skills? Er, ok...what happened to chess? In general I think better onboarding is necessary.
I spoke more during the vid, but overall the main problem for me was conveyance.
This game was painful to play in the sense that it felt like a wasted potential. The individual parts are good: custom art, cool world building, neat concept of deadline and activities: but putting them together with the rest doesn't make it shine as it should.
- My biggest problem with presentation was the mapping: art was pretty and custom, same with facesets, but the maps using he materials were slipshod and barebones. In general it would have helped to make maps smaller and size up tiles to x2 or x3 the size. Small, nice maps would have been much preferable to large, messy ones with tiny graphics. The mapping wasn't very good either, too much empty space that made it look unfinished.
- It feels like there's not much to do at all, and everything you can find costs too much time and money. Obviously I only played through once and the game wants you to repeat the cycle, but if the first go didn't hook me I don't have much reason to.
- Balance felt off: the mine job was purely positive, giving money and stat, but the job at the waterways gives money an takes away a whole whopping 50 MAX Hp, not even current HP. That feels like a very large penalty for an activity that doesn't have that big of an upside.
- I could only find one follower: the jellyfish girl. I saw a couple other portraits which I assume mean they were playable but one disappeared (the jellyfish dude in your hometown) and the other didn't give me a quest (the demon girl in your hometown gate). The other one in the game page (big person) i never even saw.
- The bandit running around your home town is bugged: you automatically win.
- The demon lady in the bar (i think) of the demon town doesn't talk.
- It feels like the game tires to cram a bit TOO much world building in, especially terminology. Some looser, simpler terms would have been welcome.
- With nothing else to do and NOT at all prepared I went to the dungeon to see what it was like, and got my ass rocked, of course.
- Again, the custom graphics were very pretty (faces and tiles) but the tiles are wasted being so tiny and used in barebones maps.
Balance feels iffy, but I'm not sure how to address it. Some suggestions off the top of my head:
- Improve the mapping and double up tile size.
- Make time NOT advance from walking around in maps,activities already take up a lot of time.
- Have more activities to do, even for smaller rewards/times.
- More hints as to activities would be nice, especially related to party members.
I might be wrong but this feels unfinished, and that's a pity. It could have been a very neat game.
This game was painful to play in the sense that it felt like a wasted potential. The individual parts are good: custom art, cool world building, neat concept of deadline and activities: but putting them together with the rest doesn't make it shine as it should.
- My biggest problem with presentation was the mapping: art was pretty and custom, same with facesets, but the maps using he materials were slipshod and barebones. In general it would have helped to make maps smaller and size up tiles to x2 or x3 the size. Small, nice maps would have been much preferable to large, messy ones with tiny graphics. The mapping wasn't very good either, too much empty space that made it look unfinished.
- It feels like there's not much to do at all, and everything you can find costs too much time and money. Obviously I only played through once and the game wants you to repeat the cycle, but if the first go didn't hook me I don't have much reason to.
- Balance felt off: the mine job was purely positive, giving money and stat, but the job at the waterways gives money an takes away a whole whopping 50 MAX Hp, not even current HP. That feels like a very large penalty for an activity that doesn't have that big of an upside.
- I could only find one follower: the jellyfish girl. I saw a couple other portraits which I assume mean they were playable but one disappeared (the jellyfish dude in your hometown) and the other didn't give me a quest (the demon girl in your hometown gate). The other one in the game page (big person) i never even saw.
- The bandit running around your home town is bugged: you automatically win.
- The demon lady in the bar (i think) of the demon town doesn't talk.
- It feels like the game tires to cram a bit TOO much world building in, especially terminology. Some looser, simpler terms would have been welcome.
- With nothing else to do and NOT at all prepared I went to the dungeon to see what it was like, and got my ass rocked, of course.
- Again, the custom graphics were very pretty (faces and tiles) but the tiles are wasted being so tiny and used in barebones maps.
Balance feels iffy, but I'm not sure how to address it. Some suggestions off the top of my head:
- Improve the mapping and double up tile size.
- Make time NOT advance from walking around in maps,activities already take up a lot of time.
- Have more activities to do, even for smaller rewards/times.
- More hints as to activities would be nice, especially related to party members.
I might be wrong but this feels unfinished, and that's a pity. It could have been a very neat game.
It's really not for me. I'm not a fan of trolly plataformers, and it's really not helped by the somewhat clunky controls.
- No music: why?
- Enemies have WAY too much hp for no good reason.
- Probably tied to the plugins used, but controls are very wonky and its very weird how you jitter around walls.
- Story: first go through the house is fie to et up mood, second go with the confessions feels forced and not earned.
- Enemies with bullets will hit you before they're visible.
- Visuals were ok! The presentation (music aside) was all ok.
- No game over for the contest is a neat touch, but it was still jank enough to cause me to quit (with the caveat I'm not really into these kinds of games).
Obviously this game was not made for people like me, so take my input with a grain of salt.
Tried playing this but I ran across two main problems that made me quit before I could find anything of interest:
- Movement is absolutely infuriating. I get it's isometric but even with a controller it wasn't any better. Often it would flat out ignore my input and was plain clunky. I assume part of it is probably the 3d plugin in use, but it still harmed game experience a lot.
- Graphics (map tiles specifically) are painful to look at. The colors are very shrill and the kind of blurring effect on the edges of the screen makes it worse looking. I'd recommend either replacing them entirely with a more classic set or going over them with a fine comb and fixing the worst offenders.
Aside from that there was no guidance, which would have been much less tedious if just wrestling the game into moving wasn't annoying. I'm sorry to say that this just didn't work for me.
Played this during stream. Overall a short (not how I played it but you know) lovely game with only a few quirks and plenty of charm. Would recommend.
- Art and music are custom and all great. The only problem with presentation is tied to the next point.
- 3D/First person view: original, but comes with severe limitations and annoyances. A lack of sidestep, flowing navigation and some display quirks can make exploration difficult to parse (the trees in the second area are the worst offended). I understand most of these are limitations of the coding using, but still noticeable.
- Would have been nice to have a minimap as you walk around or even just a compass.
- Gear is all interesting and choices with it carry weight. Being able to fuse gear effects together at the cost of a rare currency was a very neat touch.
- The text on steal fails is adorable.
- I enjoy the approach to gameplay on the angle of "use tricks and cheats to win".
- Story was sweet and paced sparsely through the game. The touches with the green flowers you notice much later are sweet.
- There are a couple points where the difficulty spikes (granted, for optional fights) slapped me very hard in the face and got me frustrated, but I'm not very tactical.
- When you recover your items, there's one type you do no (for boss reasons) which is fine, but there is no prompt to explain it which was bizarre when I later tried to find them.
- There's a few gameplay bugs such as the skill capture not working and the reload on some gear skills making them very awkward.
- Skill copying could have more friendly use: having to aim at 35% r less hp just going off a bar with no numbers or % is feels weird.
- Turns blend together, and especially when exploiting multi-urn gear, it feels nasty when you miss the turn change because of no signal.
Played this during stream. Overall a short (not how I played it but you know) lovely game with only a few quirks and plenty of charm. Would recommend.
- Art and music are custom and all great. The only problem with presentation is tied to the next point.
- 3D/First person view: original, but comes with severe limitations and annoyances. A lack of sidestep, flowing navigation and some display quirks can make exploration difficult to parse (the trees in the second area are the worst offended). I understand most of these are limitations of the coding using, but still noticeable.
- Would have been nice to have a minimap as you walk around or even just a compass.
- Gear is all interesting and choices with it carry weight. Being able to fuse gear effects together at the cost of a rare currency was a very neat touch.
- The text on steal fails is adorable.
- I enjoy the approach to gameplay on the angle of "use tricks and cheats to win".
- Story was sweet and paced sparsely through the game. The touches with the green flowers you notice much later are sweet.
- There are a couple points where the difficulty spikes (granted, for optional fights) slapped me very hard in the face and got me frustrated, but I'm not very tactical.
- When you recover your items, there's one type you do no (for boss reasons) which is fine, but there is no prompt to explain it which was bizarre when I later tried to find them.
- There's a few gameplay bugs such as the skill capture not working and the reload on some gear skills making them very awkward.
- Skill copying could have more friendly use: having to aim at 35% r less hp just going off a bar with no numbers or % is feels weird.
- Turns blend together, and especially when exploiting multi-urn gear, it feels nasty when you miss the turn change because of no signal.
I tried this! And streamed, and you saw it because you were there, but still!
I didn't get very far (to the boat in the snowy bit) but I'm not very good at these time attack games XD It's a game that will definitely benefit from replays and learning its intricacies, though speedrun types games aren't my personal taste (i get twitchy under time pressure).
What I liked:
- Everyone gets exp even if not in battle: great! Especially since you basically have two teams and are on a time limit.
- I love having lots of equipment slots (personal taste) to make everyone super strong (maybe, i never got there XD). Very neat that the types of slot they get are different per character.
- Thank GOD the main menu stops time. I had at least another hour just in the menu.
- I like that silence doesn't PREVENT use of magic but rather triple the cost, it was an original way to handle it that punished but doesn't prevent your play.
- Chests having different visuals if they give items/gear is great and helps decide under pressure if you want to bother.
- The barrier status completely nullifies elemental damage for X stacks instead of added defense: this makes usually dull defensive tactics great if you know what element is coming.
- Skills and items have more than one effect, such as dmg/heal + buff/debuff. This means most buff/debuffs don't feel like a waste of a turn.
- As I played it (meaning I didn't skip anything) the game did not feel hard, mechanically. The time limit was obviously the issue, but combat was very doable and not very complex so I could rush through (NOT FAST ENOUGH!)
Some things I didn't like much:
- Encounter rates felt very high.
- I get that's the point, but it felt very ew having to walk out of dungeons.
- You can use (and lose) a escape item because you used it where you should not. Come one man, they're rare enough ;-;
- The gold values of the first town are complete trolling. Bravo.
- No game over event when the demon king takes over is a bit disappointing. I'd have taken something as simple as an explosion animation over the world map.
- The complexity of the game was low compared to all the bells and whistles skills offered. Though this is influenced by how I played it. I'm told it was useful to try and bypass content and make it harder (but critically, quicker).
- Towns: I feel like npc dialog boxes for shops have to be entirely gone as they add nothing. Either stop time in towns or be snappy with shops (npcs that give hints are ok).
- Crafting (at least early on) didn't feel like it had a place. Again could be how I played, but considering grinding materials wasn't an option it felt eh.
- Shops were a bit awkward since only 3 of your members could show up, but that's a plugin/engine limitation so I won't harm too much, and in the end i stuck to one 3-person team anyway.
- Maps were barebones, which due to time constraints is fine.
Overall enjoyable despite not being my type of game, good job! If a patch or expansion I'd suggest making somthing of time in towns (either stop completely or remove fluff dialog from shops) and maybe smooth the maps to be a tiny bit more decorated and smoother to navigate.
I tried this! And streamed, and you saw it because you were there, but still!
I didn't get very far (to the boat in the snowy bit) but I'm not very good at these time attack games XD It's a game that will definitely benefit from replays and learning its intricacies, though speedrun types games aren't my personal taste (i get twitchy under time pressure).
What I liked:
- Everyone gets exp even if not in battle: great! Especially since you basically have two teams and are on a time limit.
- I love having lots of equipment slots (personal taste) to make everyone super strong (maybe, i never got there XD). Very neat that the types of slot they get are different per character.
- Thank GOD the main menu stops time. I had at least another hour just in the menu.
- I like that silence doesn't PREVENT use of magic but rather triple the cost, it was an original way to handle it that punished but doesn't prevent your play.
- Chests having different visuals if they give items/gear is great and helps decide under pressure if you want to bother.
- The barrier status completely nullifies elemental damage for X stacks instead of added defense: this makes usually dull defensive tactics great if you know what element is coming.
- Skills and items have more than one effect, such as dmg/heal + buff/debuff. This means most buff/debuffs don't feel like a waste of a turn.
- As I played it (meaning I didn't skip anything) the game did not feel hard, mechanically. The time limit was obviously the issue, but combat was very doable and not very complex so I could rush through (NOT FAST ENOUGH!)
Some things I didn't like much:
- Encounter rates felt very high.
- I get that's the point, but it felt very ew having to walk out of dungeons.
- You can use (and lose) a escape item because you used it where you should not. Come one man, they're rare enough ;-;
- The gold values of the first town are complete trolling. Bravo.
- No game over event when the demon king takes over is a bit disappointing. I'd have taken something as simple as an explosion animation over the world map.
- The complexity of the game was low compared to all the bells and whistles skills offered. Though this is influenced by how I played it. I'm told it was useful to try and bypass content and make it harder (but critically, quicker).
- Towns: I feel like npc dialog boxes for shops have to be entirely gone as they add nothing. Either stop time in towns or be snappy with shops (npcs that give hints are ok).
- Crafting (at least early on) didn't feel like it had a place. Again could be how I played, but considering grinding materials wasn't an option it felt eh.
- Shops were a bit awkward since only 3 of your members could show up, but that's a plugin/engine limitation so I won't harm too much, and in the end i stuck to one 3-person team anyway.
- Maps were barebones, which due to time constraints is fine.
Overall enjoyable despite not being my type of game, good job! If a patch or expansion I'd suggest making somthing of time in towns (either stop completely or remove fluff dialog from shops) and maybe smooth the maps to be a tiny bit more decorated and smoother to navigate.
The feedback is amazing, thanks so much! And I'm very happy despite its rough spots you could enjoy the game. (We do plan to fix it as much as we can).
We were aware of a few of the issues that could not be fixed due to time (such as the animations), but a few were surprises, such as your critical crash! We'll fix those and
evaluate your suggestions, some I agree with, some maybe not so much, but all are appreciated.
I played the game for a while until I got tired of juggling the tasks sometime after delivering the corn (I was NOT being efficient I played for 40min or more). I enjoyed it more like an idler/clicker game than a farm sim proper, and that's not a bad thing, I enjoy those games.
- Crops: nice that you don't have to buy seeds and you can use the same crop as a seed! A pity you cant sell crops raw but i guess it would break the balance. I'm not entirely sure what doing all the hoeing, watering etc for he crops does, maybe just makes it go faster? They're already WAY too fast as it is so it didn't feel necessary (at least with the frequency it has now). Going together with this, I don't see the point of bothering with consumables (pesticide, fertilizer) since they're already so fast.
- Animals: felt a bit meh. The ten minute cooldown felt eternal compared to the blistering pace of crops and fish, and the prices for their recipes didn't seem worth the time either. It's nice that they don't need any upkeep though and that some like the Swan are flat bonuses (thought I never know if his bonus affected the pond where it was or all of them.
- Fish: The filler task, it was completely fine. It was a bit confusing that I never knew if could get ANY fish type from ANY spot or if I had to move spots.
- Recipes: here is where I complain. The shop interface was a bit of a clunk for all the trips I had to make to buy salt and pepper and it made the recipes a bit of a pain. Especially the constant extra text from the Hunter. Sir, please. Be quiet and give me the functions without filler. I'd recommend making the supply store be a direct click from the hunter's able that skips all his dialog and brings you directly to the supply shop.
- Tools: Here you lost me. I get the feeling there should have been a wider range of tools and bonuses, but as it is i only broke my fishing rod once and just replaced it, it felt very unnecessary. Same with the lucky undies, felt like a missing feature. Additionally I don't think the game mentioned they broke at all so I was extremely confused over having duplicate tools in the shop.
- Since there is so little hud already, my suggestion would be to make one with your tool's durability and consumables (water, pesticide, poop). At least when the menu for adding pesticide/crap pops up.
- Heavy suggestion to smooth out the pace of interaction: If i select to do something, just do it, don't give me a text box about it. Maybe add a very brief animation/sprite change to it, but the constant textboxes, especially in the shop and crops, that amount to "I do the thing" became annoying.
- A little signal for when animal's cooldown is ready would be great, be changing their sprite or making them emote with a bubble, or even just a popup that doesn't interrupt gameplay.
- Eventually I stopped playing because I felt I had seen everything by then. Nothing new was really happening except for the rabbit popping up (which was a cool little mini-mini game!). If it was a much smoother flowing experience I would have played more in the spirit of an idle game, but the constant moving around and clicking through menus got annoying (worse I couldn't rely on the mouse alone since some events like fish don't react to it). I'd say it'd be worth it to go all in the idler aspect and make the entire map one or two larger ones and fully enable using the mouse to direct click or move the sprite automatically to the target. Then again, that's just my take.
- Finally: I live with mom? Ok. Single room house? Ok. WHY DO I HAVE A SINGLE DOUBLE BED THO? SUSPECT. AND SHE HAD MY UNDIES? XD
In general I enjoyed it but it lacks something to make stay. Could go full out farm sim with more content and stuff to do (automation upgrades, more facilities etc) or full on idler with a smoother controls. A bit of flavor dialog when completing objectives would also be nice, or SOMETHING to give an arching quest or goal to the game and keep me hooked. We're so used to towns with characters and relationships in farming sim that I feel it's natural to miss them here, though not very fair as it would be an entire game's worth of work (or more).
Overall a very functional game I enjoyed it for around 40 mins till its grip loosened and I didn't feel like continuing. Needs more oomph to keep me there for longer. Still good work!
I played the game for a while until I got tired of juggling the tasks sometime after delivering the corn (I was NOT being efficient I played for 40min or more). I enjoyed it more like an idler/clicker game than a farm sim proper, and that's not a bad thing, I enjoy those games.
- Crops: nice that you don't have to buy seeds and you can use the same crop as a seed! A pity you cant sell crops raw but i guess it would break the balance. I'm not entirely sure what doing all the hoeing, watering etc for he crops does, maybe just makes it go faster? They're already WAY too fast as it is so it didn't feel necessary (at least with the frequency it has now). Going together with this, I don't see the point of bothering with consumables (pesticide, fertilizer) since they're already so fast.
- Animals: felt a bit meh. The ten minute cooldown felt eternal compared to the blistering pace of crops and fish, and the prices for their recipes didn't seem worth the time either. It's nice that they don't need any upkeep though and that some like the Swan are flat bonuses (thought I never know if his bonus affected the pond where it was or all of them.
- Fish: The filler task, it was completely fine. It was a bit confusing that I never knew if could get ANY fish type from ANY spot or if I had to move spots.
- Recipes: here is where I complain. The shop interface was a bit of a clunk for all the trips I had to make to buy salt and pepper and it made the recipes a bit of a pain. Especially the constant extra text from the Hunter. Sir, please. Be quiet and give me the functions without filler. I'd recommend makign the supply sotre be a direct click from the hunter's able that skips all his dialog and brings you directly to the supply shop.
- Tools: Here you lost me. I get the feeling there should have been a wider range of tools and bonuses, but as it is i only broke my fishing rod once and just replaced it, it felt very unnecessary. Same with the lucky undies, felt like a missing feature. Additionally I don't think the game mentioned they broke at all so I was extremely confused over having duplicate tools in the shop.
- Since there is so little hud already, my suggestion would be to make one with your tool's durability and consumables (water, pesticide, poop). At least when the menu for adding pesticide/crap pops up.
- Heavy suggestion to smooth out the pace of interaction: If i select to do something, just do it, don't give me a text box about it. Maybe add a very brief animation/sprite change to it, but the constant textboxes, especially in the shop and crops, that amount to "I do the thing" became annoying.
- A little signal for when animal's cooldown is ready would be great, be changing their sprite or making them emote with a bubble, or even just a popup that doesn't interrupt gameplay.
- Eventually I stopped playing because I felt I had seen everything by then. Nothing new was really happening except for the rabbit popping up (which was a cool little mini-mini game!). If it was a much smoother flowing experience I would have played more in the spirit of an idle game, but the constant moving around and clicking through menus got annoying (worse I couldn't rely on the mouse alone since some events like fish don't react to it). I'd say it'd be worth it to go all in the idler aspect and make the entire map one or two larger ones and fully enable using the mouse to direct click or move the sprite automatically to the target. Then again, that's just my take.
- Finally: I live with mom? Ok. Single room house? Ok. WHY DO I HAVE A SINGLE DOUBLE BED THO? SUSPECT. AND SHE HAD MY UNDIES? XD
In general I enjoyed it but it lacks something to make stay. Could go full out farm sim with more content and stuff to do (automation upgrades, more facilities etc) or full on idler with a smoother controls. A bit of flavor dialog when completing objectives would also be nice, or SOMETHING to give an arching quest or goal to the game and keep me hooked. We're so used to towns with characters and relationships in farming sim that I feel it's natural to miss them here, though not very fair as it would be an entire game's worth of work (or more).
Overall a very functional game I enjoyed it for around 40 mins till its grip loosened and I didn't feel like continuing. Needs more oomph to keep me there for longer. Still good work!
Happy you're enjoying the game!
A mergign refresher:
- Select two spirits. First spirit will stay and be boosted, second spirit is consumed.
- Boosted spirit will get 50% of absorbed spirit's EXP, as well as all compatible skills.
- Captured spirits come with a random array of skills (within the pool they can learn), so catching the same spirit and merging them is a viable idea.
- All you have to pay close attention to is who you select first and last, and maybe save before merging in case you mess up.
- You cant see the skills from the merge menu (a known issue) but you can check them from he regular main menu.
- Not all spirits can learn all skills, so again, save before merging just in case.
That's all really. There was no time to polish for more.
Hope you enjoy the game as unpolished as it is, and we can show even more in the future.
I tried this out (the jam version to be fair to the other jam entries) but I could not enjoy it much. As I understand it it's a new developer and it definitely shows. It functions, but there's nothing to hook you in. I tried to be patient and see if there was a story in here but after wandering around the forest, then some swamp and finally a cave without any story or event happening I gave up.
I don't want to be mean to a new dev, but hopefully the next points can help you improve. We've all been new once, and this was functional which is already a first step!
- It's a cute touch to replace HP/MP for a heart and cross symbols.
- I nearly praised the maps after the new game area (which is a mishmash)...until I realized they're all sample maps XD There's nothing wrong with using them, but you have to adapt them to your needs.
- The maps are large and empty. Since the project is not encrypted I looked round, and the entire starting forest has only one chest with a weapon and the exits. This is a big no-no: either have small maps with few finds, or big maps with many finds. Having large maps for no reason and then adding in random encounters is inviting the player to get bored.
- The first enemy is a bat with batman's face? Okay then. Not very horror-y.
- In general I get you say this is meant to be a horror game and it tries with the ambience but it's so basic as a rpg basic template there's nothing scary about it (that I saw, I could have missed stuff further on).
- Got poisoned with no way to cure it and no antidotes, so that's my run over. Even if I run away the poison never leaves. Either have a recovery spot, have poison disappear at end of combat or give antidotes.
- Gameplay is a bit dull (so far). there's not much to do, or any place to rest, so its escape galore, not engaging.
Some suggestions:
- Pick a hook for your game (a story, an ambience, a gameplay feature, anything) and try to excel at that. Having one strong aspect will help engage the player than a functional but bland overall.
- As stated before: switch your approach to the maps. If you don't want exploration and items, make them much smaller and moodier.
- IF you want horror you might want to add some ambience besides the tint and the rain (which is a start).
- Give the player some clear goals. I know I had to visit someone but tat promptly got lost after minutes wandering around lost with no input.
- Related to the maps: big maps=make less random encounters. They're not fun or interesting and combat is functional but eh. It just bogs you down.
- Take your sample maps and chop them down for parts or just the bits you need: you don't have to use them as they come.
Anyway, I hope this helped a bit and good luck in your projects.
I tried this out (the jam version to be fair to the other jam entries) but I could not enjoy it much. As I understand it it's a new developer and it definitely shows. It functions, but there's nothing to hook you in. I tried to be patient and see if there was a story in here but after wandering around the forest, then some swamp and finally a cave without any story or event happening I gave up.
I don't want to be mean to a new dev, but hopefully the next points can help you improve. We've all been new once, and this was functional which is already a first step!
- It's a cute touch to replace HP/MP for a heart and cross symbols.
- I nearly praised the maps after the new game area (which is a mishmash)...until I realized they're all sample maps XD There's nothing wrong with using them, but you have to adapt them to your needs.
- The maps are large and empty. Since the project is not encrypted I looked round, and the entire starting forest has only one chest with a weapon and the exits. This is a big no-no: either have small maps with few finds, or big maps with many finds. Having large maps for no reason and then adding in random encounters is inviting the player to get bored.
- The first enemy is a bat with batman's face? Okay then. Not very horror-y.
- In general I get you say this is meant to be a horror game and it tries with the ambience but it's so basic as a rpg basic template there's nothing scary about it (that I saw, I could have missed stuff further on).
- Got poisoned with no way to cure it and no antidotes, so that's my run over. Even if I run away the poison never leaves. Either have a recovery spot, have poison disappear at end of combat or give antidotes.
- Gameplay is a bit dull (so far). there's not much to do, or any place to rest, so its escape galore, not engaging.
Some suggestions:
- Pick a hook for your game (a story, an ambience, a gameplay feature, anything) and try to excel at that. Having one strong aspect will help engage the player than a functional but bland overall.
- As stated before: switch your approach to the maps. If you don't want exploration and items, make them much smaller and moodier.
- IF you want horror you might want to add some ambience besides the tint and the rain (which is a start).
- Give the player some clear goals. I know I had to visit someone but tat promptly got lost after minutes wandering around lost with no input.
- Related to the maps: big maps=make less random encounters. They're not fun or interesting and combat is functional but eh. It just bogs you down.
- Take your sample maps and chop them down for parts or just the bits you need: you don't have to use them as they come.
Anyway, I hope this helped a bit and good luck in your projects.
So...this is minesweeper? I think? (I don't know how to properly play minesweeper and I don't know how to play this one, an the game doesn't really explain much so XD)
It's functional I suppose but the game does very little to engage or give any context so besides a tech demo I can't say much about it.
So...this is minesweeper? I think? (I don't know how to properly play minesweeper and I don't know how to play this one, an the game doesn't really explain much so XD)
It's functional I suppose but the game does very little to engage or give any context so besides a tech demo I can't say much about it.
Tried this out. Can't see the point. I'm going to take a wild stab this was a practice project? Generally speaking there is nothing here to latch on to.
- No real intro or objective.
- Wander around fighting critters with nothing interesting to find until I get bored and stop.
- No real complexity or choices in combat, I have one skill and leveling up to 2 didn't bring anything new.
- No music. Presentation in general is poor and eventing is clearly unfinished (crystals clipping trees, the intro not rolling automatically).
(From the jam version) Gave this a try, got to the 4th-5th enemy (the dual flames) where I decided that was enough for me.
- Scary that when I try to download the game Itch.io immediately flags the user as suspicious and to be careful, oof.
- Concept is okay: roguelike where you randomize the party every go. But there is nothing for the player to DO, there are no options in combat: a handful of skills, no items or gear (that i reached), no exploration. There is very little for me to decide moment by moment and it's not very engaging.
- The fire spirit enemy is common and physical attacks seem to miss him, which leaves some characters with no magic sitting ducks entirely, which is annoying.
- The fire spirit took as much dmg from ice and fire spells? okay then.
- The mapping is VERY rough, and nothing else on the presentation pops out.
- TP and MP: I found (so far) no way to recover MP at all, so while spells were nice (and the only way to fight the flame) there was no way to recover it, so i was fucked. That means TP skills would be the way to go, except the flames evade physical strikes! And i cant even build tp because I miss.
- No real way to heal HP except one spells I eventually got, which use MP, which I can't restore.
- No recovery, items, gear, exploration, there is ONLY combat, and the combat isn't very interesting.
Generally I think this would need a lot of work to be appealing: my suggestion would be content to do BETWEEN the fights, even as simple as a few chests of gear/items, or make the fights themselves more interesting and have more combat options.
Gave this a try, got to the 4th-5th enemy (the dual flames) where I decided that was enough for me.
- Scary that when I try to download the game Itch.io immediately flags the user as suspicious and to be careful, oof.
- Concept is okay: roguelike where you randomize the party every go. But there is nothing for the player to DO, there are no options in combat: a handful of skills, no items or gear (that i reached), no exploration. There is very little for me to decide moment by moment and it's not very engaging.
- The fire spirit enemy is common and physical attacks seem to miss him, which leaves some characters with no magic sitting ducks entirely, which is annoying.
- The fire spirit took as much dmg from ice and fire spells? okay then.
- The mapping is VERY rough, and nothing else on the presentation pops out.
- TP and MP: I found (so far) no way to recover MP at all, so while spells were nice (and the only way to fight the flame) there was no way to recover it, so i was fucked. That means TP skills would be the way to go, except the flames evade physical strikes! And i cant even build tp because I miss.
- No real way to heal HP except one spells I eventually got, which use MP, which I can't restore.
- No recovery, items, gear, exploration, there is ONLY combat, and the combat isn't very interesting.
Generally I think this would need a lot of work to be appealing: my suggestion would be content to do BETWEEN the fights, even as simple as a few chests of gear/items, or make the fights themselves more interesting and have more combat options.
I gave this a spin, not at all knowing what to expect from those screenshots, and a complete lack of description...
- No saving? I'm out XD I completed the second fight and was going around town when i left the game.
- I won't harp too much on the English text because the french makes me think it's not a first language, but it was a bit rough. There was some nice flavor to the dialog but that takes a hit and becomes a bit messy after the tutorial.
- There was some nice effort in parts to display the Visual Novel portrait movement style, pity it goes away for long stretches too.
- The visuals: they are very clearly unfinished and I don't want to be mean, but they are...very poor. I can kinda see what you were going for but its all squares and arrows and it does nothing to appeal.
- Gameplay is...interesting, but feels very hard to understand. The tutorial was harder than the fight itself, even, though I suppose that comes with having to explain a complicated system. Still, needs a lot of smoothing there, and I would probably make the tutorial enemy's patterns easier to start out.
- The item/magic menu are nightmarish and very awkward to navigate due to the lack of visuals.
- Dialog needs another pass for sure: at the intro I don't think you ever told me where I was meant to go? Then at some pint they say go to Colosseum then that's empty and you have to go to barracks...overall needs clarity, and shortening the fluff in some spits.
- Shop menus are only in french.
- Inventory/Spell menu icons at the bottom while outside of combat seem to be bugged, sometimes they open the other menu (item/magic) instead.
In short: an ambitious concept to be sure! But the execution and above all presentation drag it down.



