Thanks for taking the time to write such a thoughtful comment! It might happen that a full version gets released, we will see
Macer_D
Creator of
Recent community posts
Yeah, it's not impossible, but the RNG of some situations is there. Right before the jam release, I had to reshuffle the order of two encounters to make sure the game wasn't impossible outright if you got them, but depending on what weapons you have and what encounter you get, it can still be quite a challenge to win. I will say that if you learn the enemy weaknesses, you will have a much better chance of success, but it's still possible to get unlucky - the balance of the encounters in this game is probably my biggest regret with this project.
Well, it's true that your game is more than just the section leading up to the mines. But, it's also true that it's hard for me to want more of something when it is underdeveloped at its core, and that was what I felt when I played your game. I have no doubt that the game would have piqued my interest if the main gameplay style was executed well. But instead of focusing quality into one area, you had to spread it thin to implement the grid-based battles as well. As a result, neither of those gamemodes are fun at their core, and this is the potential I was referring to, not the player's ability unlocks as the game progresses - I don't have a reason to want to get those, because if a game isn't fun at its core, the last thing I want to do is play more of it. If it's any consolation, I don't think it's necessarily your fault as a developer that it is like this. If you had more time to make it, or managed to scope down (which is its own skill), the core gameplay would probably rock my socks, even if it was just a prototype (hell, probably especially if it was a prototype, considering how important the concept of "minimum viable product" is to a game). One other nice thing I can say is that the art does look very good, it's mostly just the gameplay holding the game back for me.
Thanks for playing! It's not entirely a skill issue on your part - the battle system has some intricacies that need figuring out, and you will need to utilize them well in order to stand a chance. We included a tips section on the page last minute to cover up the fact that the game doesn't have a tutorial - consider giving it a look!
There are lots of interesting and fun gameplay concepts here, but in terms of game feel you've still got a ways to go. Still, I hope you learned from this experience, cuz this would be really fun if you were able to execute it well, and I hope to see that knowledge that you learned in future projects of yours
This was a really cool demo. I especially like the amount of flair and polish on the features that are implemented, though I do think your page could do with a description of those features. Art is great, game feel is great, audio is great, but I'm docking points for NES feel because of the modern prototype feel, as well as a few... certain features... which, while fun in their own way, obviously don't match the theme of the NES. But I highly recommend anyone considering this game discover what those are themselves, and then give the rest of the game a chance.
At first I thought the systems of the game were more like gimmicks, but after coming to understand them I found that it was extremely good to play. And the graphics are ridiculously good while staying on theme, and the music is good. This is a perfect score from me. Well done. You know, there are a lot of similarities between our games (same inspiration, same idea of weapons acting as party members (kind of)) but if our game is like Megami Tensei 1, yours has to be Megami Tensei 2.
