Thanks for playing! I'll definitely shy away from using the LayerLab icon assets after hearing they look like AI.
I think my next goal is to create more of an actual sandbox world with tutorials for battle and minigames, with a more complete UI.
Thanks for giving it a try! Yeah, it's definitely more of a collection of mechanics/features than a game with a tangible vision at the moment. I'll definitely work more on readability and conveying mechanics since LIVE-A-LIVE is pretty niche. The bar on top is a 'Stagger' meter rather than the enemy unit's HP, but it's not intuitive at the moment.
Hello, I have 2 free micro-visual novels (each is 1000 words), and was wondering if you would be interested in translating either or both into French and/or Russian. I use Google Sheets to manage localization. The games can be found here:
https://magbo.itch.io/password-schneider
https://magbo.itch.io/spirit-box-strangers
Hello, I have 2 micro-visual novels (each is 1000 words), and was wondering if you would be interested in translating either or both into German. I use Google Sheets to manage localization. The games can be found here:
https://magbo.itch.io/password-schneider
https://magbo.itch.io/spirit-box-strangers
Hello, I have 2 micro-visual novels (each is 1000 words), and was wondering if you would be interested in translating either or both into Japanese. I use Google Sheets to manage localization. The games can be found here:
https://magbo.itch.io/password-schneider
https://magbo.itch.io/spirit-box-strangers
I really loved this entry. Your artwork is so cute and Lottie felt so expressive. I really liked the small animations like her blinking as well. The details in the environment were also cool (like the Phoenix Wright keychain).
I really liked the message behind your game. As creators we don't always know how personally our works can touch people, even if it's a "self-centered" project like the main character's was. I'd like to imagine that after this, the main character thought more about an ending for the webcomic and made a blog post for Lottie to enjoy the next time she reread it. You told a really great story that brought a smile to my face. It made me think about the first works I had created.
This was a very powerful story that really shows how games can resonate with players even when they're made with such strict asset limitations. I lost my dog of 18 years four years ago. He was happy and healthy, and then all of a sudden, gone within a week after discovering he had a cancer we didn't know about before then. I still think about him daily... How I would do anything to see him again. I was moved to tears playing this.
Hey, I think it may have mistakenly said there was an update because the currently-available build is still around a year old. I didn't realize that disabling/re-enabling the visibility of build would tell people there was an update... Can you let me know what the first boss you're referring to is? The game only saves in the Hub areas, so depending on the story, there are sometimes multiple battles before the next time the game saves.
If you are interested in a new/updated build feel free to reach out to me in DevTalk. I appreciate the feedback though! I think some of it, like the use of Unity default UI assets, has been mostly taken care of. The battles are still KB-only though. I think that's the only part of the game that is not fully playable with either mouse or kb now. Since there are so many potential actions between boosting/swapping/polarity/etc, I was never quite sure how to handle the use of the mouse there.
The space could probably be optimized better, but I'm not really sure how - the technical details of optimization are definitely my strong suit. Most sprites are '#' x 1500 though all the character sprites are individual files than some kind of conglomeration. There's about 1GB of sprites, then around 650MB of sound (which will increase once the rest of the game's audio is in). The sprites for the particle systems/attack effects in battle are pretty sizable, past the 2GB point. I could probably reduce the file size if I changed them from PSDs to PNGs. Probably worth experimenting with once I'm done with the game's content. Since the battle effects are something I purchased from the Unity Asset Store and not something I made myself, I was hesitant to change anything and mess things up.
For Bio Seeker, a message pops up in the top left after "Jean used Bio Seeker" for a few seconds. But I'll consider having it do that every time the skill is used, and then have some kind of health bar physically appear (either permanently or for a period of time) if the OT gate is met. Like I said before, I think it can be easy to miss the messages if you aren't expecting them.
Inflicting Dizzy is how you deal the most damage to enemies (kind of like Stagger in modern Final Fantasy or Break in Octopath Traveler if you've played those). Each enemy has 'Vulnerabilities' to certain elements (the attack element icons in boxes under their timer meter) and an amount of 'Guard Points' (the number in the shield). Hitting an enemy with an element they're vulnerable to decreases it by one (though it can be decreased by more if other conditions are met). When that number is reduced to zero, the enemy becomes 'Dizzy' for a period of time, where they receive significantly more damage, skips their next turn, and pauses Rage buildup.
Making the tutorials/mechanics visible in-game is definitely something I'd like to do at some point. It can easy to forget things or accidentally miss them.