Ooh, How did I not know this was being made by someone!
I loved that old game (it's one of the reasons I downloaded the Flashpoint app) so I'm definitely checking this out, hopeful to see your improvements and ideas.
Usually not my kind of game: twitch time events :P (or I suppose it's more a pseudo-real-time battle system, which sounds better and like something I might play more often XD) Regardless, I was having a lot of fun; slowly getting used to the various enemy moves along with figuring out my own, the slow-drip of the story, upgrades, etc.
Also the game really reminds me of good old flash games *The Nostalgia*
Loving the storytelling, having conversations with the opponents in either the arena or sparring works pretty well, along with the other stuff that happen in the first 3 or 4 losses. (I assume the characters without dialogue merely don't have them YET, because I want to hear what they have to say! Even a grunt or two would be nice :P)
(Though the convo where Assassin talks about revamping her order seemed a tad awkward... Perhaps too much detail, or talking too much? And I wasn't entirely sure why Gerald 'reconsidered' the offer :P)
Regarding the battlesystem, I'm liking how it really is both simple (you keep the same moves) and it still takes time and effort to master, thanks to the opponent designs. I haven't figured out how to defend against all the attacks, but I feel from how you design things that there's probably always a way.
(an idea: perhaps some moves could give a partial defensive bonus in some cases? I can't think of the example when it happened RN, but sorta like how you could cushion a blow by moving with it instead of simply taking it? This obviously wouldn't work on many attacks however, so it's just an idea)
I think it was pretty cool having the opponents be in a random order, giving the impression that they're also fighting in the tournament (though one wonders when one of them will achieve the wish ;P) EDIT: I guess I have to agree that some enemies don't seem to scale as well as each other, Imp is fairly weak (though the fake-out moves are nice) and Potion master's attacks overall seem just a tad too weak. EDIT2: Love the reference 'ancestral avatar' reference BTW.
Anyway, my main issue with the combat system is that for some reason, triggering Kicks (or Mana Drain) doesn't seem to be consistent for me. (I have trouble figuring out when the window to choose them remains open, sometimes it works when I think it should, othertimes it doesn't seem to.)
(so idea: perhaps a small fast bar for when you still can choose those options much like the one when standing still?) Thanks to the fact that it's always clear for other moves when I can (or should when defending) do them, I always know when lag is the issue.
NOTE: my PC is a potato, so some issues, including the above mentioned, may be a result of that. I was sometimes getting lots of stuttering, but closing some unnecessary apps mostly fixed the worse side of it :P... Also randomly had all of the sound and music die, but that also happened a bit after windows explorer needed to restart... Anyways...
REACHED THE END OF DEMO?! (that Cheater Boss monster! No wonder nobody else got their wish XD)
I want to know what happens next! Who's the voice calling for help (Imp seems to know something.) And why does nobody else seem to know anything (unless maybe the banished royalty was pretending not to hear..?) So many questions, I EAGERLY anticipate the finished game.
Can RPGMaker engines be used?
The
You may not use any pre-made assets or scripts.
and
⚙ Engine Stuff You can use any tools/editor extensions that do not directly add content to the game. e.g: Yarn, Bolt, Odin
Seem to tell me that's a no. (unless I go out of my way to remove all pre-made assets and code?)
Worked great on my PC.
Loved the pseudo-pixel look.
And the allegorical story was great. People might think that eating the 'cake' is a way to survive the daily grind, but it always comes back to bite you.
And no matter the addiction, if you feed it, it only gets bigger, less satisfying (the old stuff doesn't cut it anymore), And you have more of a cost to pay later.
I'm stuck between thinking that doing the job 15 times was too much, or that it was important to drive the point home. Probably the latter.
My PC is pretty low end, which means that again, this game was diffucult for it to play. Even after setting quality to low.
I couldn't really race because of that, kept clipping through objects and even falling through the map :P (that reset button was all that kept me going) Managed to finish the race dead-last, while the expert AI were all doing extra laps. *sigh*
At least the game looks pretty, and it's a funny concept. Sorry I couldn't do a better review.
Finally a 3D game my PC could run! :P
Anyways, on my best run I managed 7,115 points! *yay*
It's easy to play, and is that type of game where you might say 'just on more round' in order to improve your score.
I think that there should be more longer platforms, partlly because of the glitches mentioned below.
Glitches noticed:
1. sometimes when the cat's jumping to a smaller platforms, it seemed to be landing on the far edge (generally seemed to do so whenever the jump was 'perfect'?),
2. once landed on the grass and the game tried to keep going (but the cat was stuck)
Note: My PC is pretty low-end giving me trouble playing this, and since the options menu seemed not to be working, I basically had to find the 'GameUserSettings' ini file to change things to allow the game to work.
Anyways, It was an interesting experience. Reminds me of playing Roblox games. I feel that the blocky nature of some assets was clashing in style to the other elements.
Personally had trouble moving around due to the latency I was still experiencing.
This might have the answer, https://medium.com/star-gazers/understanding-time-deltatime-6528a8c2b5c8 (note: I haven't done any serious dev in Unity, and only briefly glanced at the article)
Unfortunately, the physics seem pretty wonky. The cube will at times jump behind the character and into the previous level area, so a restart is necessary. Also unsure if there's anymore gameplay after reaching the area in This screenshot as I couldn't figure anyway past.
I like the overall concept, though having played games that had similar elements I can easily find a lot that could be improved, given both time and thought.
The most important problem is that the Action Turn System (the wait bars in conjunction with a turn-based combat system) was so slow as to artificially make the game longer then it needed to, and outside of showing that the final boss is REALLY slow at attacking, doesn't accomplish it's ideal purposes. I love the exploration music you picked, btw.
And the artstyle was cute.
Very much a nice relaxing vibe from this one, which is always great to have.
My gripe here is that I couldn't really figure out the underlying rules on why certain combinations resulted in more points, but I was able to just find them through some trial and error switching them out here and there. (Won on my second run through)
I got stuck on the toggle level :P
However I found that it was a good level to work on learning, due to replaying it several times then finally giving up, your particular control scheme, which is pretty well done once you ignore any preconceptions you might have from other games. Though I got pretty annoyed times with wall jumping sometimes.
My one big gripe, however, is that the toggle blocks would sometimes toggle several times if you're falling onto them.
Thank you very much! Glad I got a snort XD
Honestly wanted to have more endings, and more scenarios with your allies you need to save, available, but I was staying up late on a Saturday, and had to wake up earlyish the next day, so... :P
I'm curious how many endings you encountered, though I'd imagine you found them all.
Looks like it includes a Jam that ended BEFORE Whisker even started! https://itch.io/jam/gamedev-order-jam
I had to zoom out the page to actually see everything.
I really liked the visuals, though personally disliked the combat, so I just ran for the most part :P
Anyways, I'm not sure if I got stuck, but when I got back to the overworld, I was clicking furiously to beat the other cats, I did, but my cat was then stuck in an endless attack loop (I could move around freely as normal) and nothing else happened... The end?
Definitely able to feel your pain.
Storytelling sort of reminds me of 'walking simulators' except in this case it's a puzzle game, so the story is told as you complete each puzzle. Nothing was too difficult (or too short either!), so I was able to read each thought, process it, and move on to the next one without a long delay. So good job with that!
Nice! Even though I was initially confused over the keyboard layout (fixed when I checked out the options menu) it played well. Love this idea of a rogue-like game, having your descendants taking up the sword after your death(s) as it were.
I died a few times before I fixed the keyboard issue, but after that only died once or twice before getting the hang of it. 5 deaths total.
SPOILER/Game Hint: Using your bow is the best tool against the boss.
Unfortunately I had a pretty low framerate (My computer is pretty low end, and my internet not great either) which made it especially difficult for me to move around. I was also initially confused whether I was supposed to pay any attention to depth or not (I assume now that it's not important).
I do plan on trying to replay later to see if I can actually get past the beginning. :P
... It's alright for me so far, I'm probably not going to have a very great project, but hopefully it'll be ok.
The first couple days I also wasn't getting much progress, just putting together some stuff I though might be useful. Most of the work I actually managed to do was on Thursday, and now today.
Anyways... Ganbatte ! [頑張って]