Cool to see something new from you! I liked the new environment. Can't wait for more.
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Hi there, I don't know how else to contact you, so I figured I would comment here. I recently released my own game (a VN/RPG split into 4 episodes), and I wanted to know if it would be OK for me to add a variation of scrag as a minigame in an upcoming expansion? The main differences would be card types and skills that can be used once per game. I would credit you as the original creator of the game both on the itch.io page and in-game credits. If that's not cool with you - no problem, I won't do anything without your explicit permission. Hope you're doing well in these times regardless!
It saves every time you enter the “Hub” areas (the first is shortly after you defeat the “Junk Slime” enemy). You can also save manually in there in case you adjusted your party layout. Glad you enjoy it so far!
Thanks for checking it out! I'm really glad you enjoyed it so much. The bird sound should be adjustable through the SFX slider in settings, but I'll also make sure it is reduced for future builds. Thank you for making a video on it too!
Thanks for giving it a whirl! Yeah, this prototype is just the cooking board. There's nothing more to it than putting ingredients together and seeing if something was produced.
I'll try changing the Discard button so that it looks more like a garbage bin (and opens when an item is held), rather than look like it needs to be clicked. Maybe I can put some tool-tips on the unused portions of the cutting board. There's probably a lot I can do with that side of the screen to make it look more natural/part of the counter-top rather than just UI. Changing how the image syncs sounds like a good idea.
It's really cool seeing how far this has come. Maybe make the colors for what cards can be bought/played more noticeable. The current shades were too similar to their normal and so I had difficulty telling things apart at times. Maybe making the background like a game mat with the different decks label could help too. I really enjoyed playing as the Fighter. Playing as the Rogue was tough.
This is awesome! The gameplay is fun and a really interesting twist on the shmup genre. The story is interesting and I think this has a lot of potential. Can't wait to see more!
During cutscenes, I think the second row of text should be a bit higher up. As it is now, it feels like it's going to fall off the bubble.
The sprites are beautiful, everything from the character design to UI is gorgeous. I like how the dodge is timed to the attack sound effect. It took a little while to get but once it clicked I had a lot of fun. I think the attack meter might move a little too quickly though. Maybe it can slow down slightly once it enters the attack range. I got an error below when I tried to battle the crab once.
FATAL ERROR in
action number 1
of Step Event0
for object obj_roomController:
Unable to find any instance for object index '17' name 'obj_onyoungSP'
stack frame is
gml_Object_obj_roomController_Step_0 (line -1)
I wasn't able to replicate this encountering other crabs and enemies though. Great work! I can't wait to see more.
This was fun! I like your pixel art at lot. The game reminded me of Drill Dozer in a way. I was a little confused on whether the spin attack is supposed to be a double jump or not. I think it could use the same button as jump and propel you up a little more than it does. Right now the degree that it do so is very small so I almost felt like I was exploiting the game when I used it.
Your visuals are really nice. I love how parts of the inn deform or shift like the room next to the kitchen. Your UI is really nice looking too. I like your fonts and how some elements bounce. I look forward to playing it again with more sound.
When I was exploring, I fell off a cliff and respawned in the inn. I think it would make more sense if I respawned closer to where I died and lost health or something like how Zelda does it.
Thanks so much for taking the time to play it again! I'm sorry the save conversion didn't work out - that's the first I heard of it turning HP into a negative. I'll have to look into that. I'm glad the fights seemed better-paced. Previously I had the polarity bar disappear when Rhett wasn't active, so perhaps I'll go back to doing that.
You bring up a really good point with the hub. I'll try to think of more ways to interact with your crew. I'm really glad you like the character personalities and designs though! That makes me really happy to hear.
Hey, thanks so much for playing it! I agree that the way the demo itself is set up is not really that conducive to learning. It starts you with a level 40 party who already has a lot of skills in a boss battle. The Prologue mode has you start with a 3-man level 10 party who overall has less options so it’s easier to learn the mechanics through that mode. I’ll change the menu a bit so that players know that’s the optimal place to start despite being the second option.
I’m glad you liked the art and animations!
It's really cool to see something new from you. Is this in the NWP engine? I like the music. Your text-parsing system is really cool with the alternate sizes. I haven't played DQM. I like the idea of the mc/player character having a support-oriented role that you have in this. It seems like it will be such a cool game! I like how your battle systems revolve around MP being a resource you can charge and the HP/MP gifting is very fun to play with.
Only bugs I noticed was that the player can move through the shopkeeper tables. Also, the pause being an encounter triggering and starting seems very long.
Hey again, I just wanted to let you know that I updated the build with a fix for the Mizar bug, so you should now be able to finish the battle and watch the concluding cutscene if you’re interested.
Thanks so much for playing it! I'm sorry the game bugged out during the fight with Mizar. I already have an idea of what caused it, so I should be able to fix it without too much trouble.
It makes me happy to know that someone enjoyed the characters and art. That skill list addition makes a lot of sense - I will have to implement it. Maybe I can change the Avi's Thoughts and Party Talk windows to actually contain a close button inside (like an 'x' in the corner).
I like the Castlevania games a lot and thought this was pretty awesome. It's a very faithful homage to those games - though at the same time, the projectile gives it a mechanic that makes it stand out. The visuals and music are really nice. Have you considered adding knockback for flying enemies like the poltergeist? I thought they were kind of frustrating to fight (especially in the first room it appeared in due to its architecture).
The game is really cute. I love your sprites.
Some of the villagers seemed to be able to move through the house. I wasn't sure if that was intentional or not (so that it would let the player know if they are going in the front door and exiting out the back, etc).
Some kind of warning for when a villager is going to exit the home would be neat so that the player can try to plan not getting trapped.
I'll have to take a look at that save bug - thanks for pointing it out. The volume and other settings are saved as Prefs so I may not be resetting them once they get deleted post-converting.
I'm glad you liked the prologue! It's been a while since I last watched Big Hero 6 from start to end. I'll have to check it out again!
Fun demo! A few bugs or nitpicks: I fed the pet rock the tommaco and the freedom fries, but I think it said tommaco for both instances. Some of the areas felt a little too zoomed in, such as after I defeated the cultist monster and woke up in my room. The school was also kind of hard to navigate without a map.
Overall, I really liked this demo. The perspective shifts are cool. The RPG gameplay is fun, your menus are nice-looking, and I want to know what happens next in this quirky world you've created. Great work!
Also, the janitor's closet is spooky as heck.
I love Etrian Odyssey so I enjoyed the prototype. You've done a good job with the map - it'll be really cool to see walls drawn in though in addition to the floor. I'm looking forward to seeing more. What kind of setting will it have?
This is awesome and I'm glad I finally got to play it. Ever since I saw your spritework it's been one of my most anticipated /agdg/ games and I loved the in-progress trailer you posted. The sprites look full of character despite their simplicity and crudeness. The music is very nice as well. You almost can't tell its an RPG maker game.
It's really well-made and I only have a few nitpicks. I don't really like how the character just vanishes before the screen fades to black when entering a new zone. Also, when an enemy attacks Dude, the attack/damage animations appear to the left of him, rather than above him.
Best of luck with your Kickstarter. I can't wait to play the finished version.
The music is awesome. Did you compose the remix or find it somewhere? Are you still working on Cats with Stats? Regardless, it's nice to take a break and make something silly like this.
I'm always up for a boomer vs zoomer type of game.
Yeah, that attack is pretty strong. I don't have the time to add a new storyline for the September Demo Day, but there'll be a post-Mizar optional boss fight that lets you use all 6 eventual party members. It's not enough for new video content, but since you enjoyed the gameplay, you might like checking it out. It'll use the old save data so you don't need to go back and beat the demo again.
It was also neat to see someone check out the Datalog stuff. The Bestiary is a weird mix of gameplay hints and me referencing anime or Peep Show. Thanks again.
Thank you so much for playing it. I'm glad you enjoyed it.
In the cases of targeting the healer, that was mostly just bad luck, haha. But I'm working on enemies that have more logic to their attacks (like indicating who they'll target occasionally) or manipulate the "OT economy."
I really like shonen anime so hearing it compared to that makes me happy. It's the exact feeling I want.