Thanks so much for playing and for your feedback! I’m afraid this is beyond my knowledge and I don’t think it’s even feasible in the RPG Maker engine unfortunately as it’s fairly limited T-T But I will look into it once I abandon my 56926th project!
PixelSlop
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Thanks so much for playing and streaming! I see that the final level gave you a bit of a hard time ^^; Will look into adding mouse control, I was thinking at first that it might be a bit of a pain switching back and forth from one side of the screen to the other with the mouse cursor, but it could actually work in conjunction with the directional buttons, so that may be an option. Thanks again!
Thanks a lot for playing and for your feedback! I've just uploaded a new version adressing some what you listed, namely the volume and the intro text not reappearing upon retry. As for the tilting controls, I understand it needs some getting used to control it, I'll see if I get more feedback about this in the future. Thanks again!
Oooh I see, sorry I misunderstood, I thought it was more the running back and forth to the crystals that was an issue. Actually you're not the first one to mention this, and I did have a version with an easy mode of sorts at some point where you could choose to play without the TP system at all from the beginning. I scrapped the easy mode after making some other adjustments, but I think I will reinstate it for players who would rather explore and battle without having to worry about this. But the TP system will be still available for players who want more of a challenge by adding an extra layer of strategy and resource management. That being said, it gave me other ideas and the ability to call the crystal menu from anywhere as well as to fast-travel WILL definitely be in in some other form at a later point in the game (maybe not in the demo though). Thanks again! ^^
Thanks for playing it and for your feedback! Based on similar comments I got and after seeing a few gameplay videos, I agree: having the player run back and forth to the crystals can be a bit of a pain and prevent proper immersion and exploration. So I've decided to make it so you can call the God S menu at the push of a button from anywhere. The crystals will be recycled as fast-travel points instead. I'll try it and see if it helps. Thanks again!
Thanks for playing! I see you’ve been upgrading Strength all the way but increasing Magic power can also be beneficial against monsters that are more resistant to physical attacks like the crabs. Also by exploring the plains you could find some items to recover Turn Points and save your Shards of Light to purchase upgrades! ^^
When I first played the first version of the demo in the previous feedback quest, at first I thought the game was only based on exploration, as you'd get to battle muuuch later. Then I tried an updated version where there was two modes, exploration and battle, and honestly, separating both didn't really convince me. But now, you've found the right balance, well done! It's much faster to get to the first battles as you don't get so side-tracked.
Just as previosuly, I love the art, sound, atmosphere (or atmosfear?) and the story just want to make you know more, what happened to the humans, etc. Oh also playing fully with a controller is absolutely great as far as I'm concerned!
That being said, as mentioned below, maybe introducing combat earlier, in a more basic version, would be ideal, so the shift doesn't feel so sudden. But well, who am I to talk when I have turn-based battles ONLY for the main antagonist in Nobody's Quest xD.
Anyways, great job as always!
I managed to find the English option, so that helped a bit! Although not everything is translated, some of which kinda poorly so it's a bit hard to understand. And some texts spill out of boxes. So even though there IS an English option, it's still a bit hard to figure out what to do, or to just understand the basic gameplay. Which is a shame, because it looks like there is a LOT of potential. I managed to go the village to buy stuff and go to the jungle (moving around the map with WASD, and the rest is done with the mouse).
Once in the jungle, I got into battle, which is deck-based, and honestly I didn't really know what I was doing, or where I had to click based on the different cards I got in the deck (some defense upgrades, some attack, some monsters fighting for me...), but somehow I managed to win the battle! So, yeah... it's really frutrating because it seems there is a lot of depth, but it's hard to understand.
Then I just love the art and music, which makes it all even more frustrating! ^^; All the various cards, sprites etc. are very well done. Oh and that world map too, it's gorgeous!
So hopefully we'll get a full English release to try someday! Nice work so far!
I had fun! And I'm saying this when it really isn't the kind of game I usually play, but I managed to get the controls right very quickly (played with a controller), and got pretty far! Even managed to defeat the Chaos Knight, which is no small feat for me seeing how I suck at action games! xD
I like the diversity of enemies and how most of them require a specific strategy.
Art and music are also very well done. Just one very minor thing, when falling over from a platform, sometimes the character remained in the jumping frame, so it was odd see the shadow... not really sure how to explain it ^^; But it only happened one or twice.
Very nice work so far!
I was really lost at first... Didn't know what to do, and the game gives very little in terms of hints. I very slowly began to understand how things go, I eventually did little by little, but I still struggled quite a bit. It's also because I'm not too used to this kind of games. A bit more of a tutorial or hints given to the player would help getting the hang of the game, so that the fun can start!
Controls are very easy to get and responsive.
Art is nicely done, stylized and simplistic, in a good way!
Hard to rate sound as there isn't much in the game.
Keep up the great work!
A very original kind of simulator for sure!
I like the idea of training each recruit in a specialized field so you can really taylor your experience. Unfortunately I kinda messed up from the start so it was hard to recover afterwards, but it was my bad I guess. ^^; One of my guys was low on Stamina and I didn't know how to recover it.
I also really liked how the game keeps opening up, giving you more options as you go, whether it be open new training grounds, take part in competitions and missions, etc.
The pixel art is simple yet effective. Even with such tiny sprites you can tell what they're doing (exercises and such), so it's perfect.
Maybe adding a bit of backround military music would add to the overall experience. Maybe not at all times, but it could like... come and go, without being overly loud, like a fanfare playing in the background, rehearsing far from the training ground?
Overall a pretty solid demo, well done!
Thanks again for playing and for your feedback!! Yup, all great suggestions which I’ll make sure to implement! (Actually two of them are nearly done ^^)
This is actually my first project and then I got sidetracked with Step By Step Hero and Turn By Turn Villain (all part of the same universe), but Nobody’s Quest is far from being left aside!
Thanks again!
Hi there! Thanks a lot for playing and for leaving such detailed feedback! Glad you enjoyed it overall, especially the art and music!
Sorry the PS5 controller didn't work, I tried with a PS4 one at my brother's and that did work, I thought it'd be the same... How odd. It definitely works with an Xbox one though! And yeah, i suppose this may be why it was more difficutl to chase the enemies wwhile playing with the keyboard.
Also I don't know why Full screen and window sizes didn't work properly for you... I'd have to test on different setups to find out what the issue is I guess... It really should go full screen, sorry you had to play at the tiny 640x360 size :/
A few points you mentioned are actually in the game: At the very beginning, the Quing gives you a map which you can open with M on the keyboard. It doesn't work in closed areas, but it does for the town and for the large open areas to explore. Furthermore, it does show you who you've rescued in town (the character's heads appear over their building once they're back in town), and if you've rescued Fortuna, she can show you where some of the lost villagers are, and add them to the map, so it gives you a bit more guidance to explore.
As for the stats, you can see them briefly on the field by pressing Backspace on the keyboard (or Start on the controller).
All this is detailed in the controls section of the menu.
Space will be used later for Jumping, once learned, but I'll look into ways to add another interact/cancel button, thanks for the suggestion!
Yup, I understand how some players would be frustrated to wait until they learn how to Dash to move around quickly, but honestly it should be the second ability you can learn (after diagonal movement), so... sorry for them I guess xD. I mean it's not that far into the game, and it just makes much more sense to have to learn it just as any other ability. It would be inconsistent to only have that one from the start. And also, it makes chasing Evil Spawns easier so it's a way to renew the gameplay after a while.
Let me know if you progress further in the demo!
One last thing I should add: I started this game in VX Ace, which is why it can feel clunky and old in some areas, but I'm thinking of porting it to MZ. At least I have all the assets, I'm hoping it won't be too much of a pain to reproduce all the mechanics plugin-wise. I'll try!
Hey there! Yes I was here during the stream! Thanks again for playing and for the feedback! I've already added tooltips for the Crystal menu and I'm working on improving first strike collisions. Also, the bosses you meet do mention your change of appearance and the fact that their ex-boss turned against them. Low tiers monsters are just too stupid to even notice I guess xD But I can add a message at the beginning to mention it more clearly. Thanks again!
Hey! Thanks so much for playing and for your feedback! Do you remember after defeating which enemies the bugs occurred? I can’t seem to be able to reproduce it >.<
You never had to defend once, not even during any of the boss fights? Well done, I must really suck at my own game then as I always have to use it xD
I understand about the spammy and rushed nature of the battles, although sometimes you have to use magic too or take advantage of some items. It’s because I wanted to give brawls a chaotic kind of feel, and also to mix action and turn-based.
There are 3 different codes to be claimed, but it’s selected at random and you’d have to fight the angry oyster again. ^^
Thanks again!
Sorry yeah, I meant mainly the characters icons that appear in the Equip menu for instance. They look a bit cartoonish and don't really match the style of the game. As for the busts during the dialogs, I'm not a big fan of the art either, but this is really subjective and a question of personal taste, really.