You can still go through Marcus, the baskets on the kitchen table for some reason. Everything else ? 50x better! Great job! :D
Qwacker
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I'm going to be brutally honest... there's not much game to play here. The game literally tells you what to find and where to find it when you touch that teleport spot.
If you want the player to find all spots before they move on to the next room then I suggest having the teleport spot appear only once all hints have been found. (maybe create a "hint count" variable and add 1 everytime the player finds a hint then set the teleport to appear only once that variable has reached the required number then once the player has moved to the next room, set the variable back to 0 and repeat).
Also I feel the character being able to go through walls and furniture is a heavy flaw as you need to be in a very specific position to investigate a spot which can get very annoying. Maybe instead of going through furniture, you could lower the opacity on the character to show they are a ghost (I assume this is why you made it that way).
Finally, I think this game would benefit from a lot more interactions. Not necessarily with the characters, but as an investigation game, there should probably be at least a little bit of dead ends (investigation wise) and red herrings and lots more to examine.
And also, most importantly, don't spoon feed the answer to the player. Let them come to a conclusion themselves. The goal of a mistery game is to solve the mistery. What's the point of playing the game, if the game plays itself is what I'm saying.
Not a real critic but if you decide to attempt to create your own maps ands sprites, it could definitely spruce up your game and add to the value but I also get that not everybody has the will/skills to make that or money to have it commissioned
Honestly, the game summary sounds amazing! So I'm a bit disappointed that the game itself didn't meet the set expectations. If you ever decide to improve upon Silent Banquet, I'd love to replay the game and see if it rose to the challenge
Keep developping and have a great day!
I'm going to try and give good feedback! I understand that this is the initial version of this game and so that some of the critics I will give, you probably noticed yourself already and might have even fixed already for the next update. My biggest skills video game wise are artistic so I'll be mostly concentrating on that.
-One big critic I will give that you've probably heard a thousand times before is the usage of default assets. It's not dramatic , especially if you intend to make this game free but if you intend to sell this game or even simply use it to make a name for yourself, it's important to make it stand out from the thousands of RPGM games that use the same assets. Especially since a lot of people will turn away from a game that uses these VERY recognisable assets. Again, it is not an obligation. But if you do intend on using custom assets, I would suggest starting them early on as the size you end up using might not match default assets' size and then you are in for a very bad time re-adjusting every map in your game;
-The first scene I find is very static. The character does not turn towards the old man to talk. Also, the old man is oddly accommodating. The player could have been offered the chance to re-visit the location (that visible chest being a strong incentive to the player) at a later time rather than make the old man wait. It would also give the player more incentive to explore the map;
-Maybe scale down your maps a bit or fill the space as there are a lot of empty areas. There's also a lot of visual repetition but I was actually pleasantly surprised by the joke with the training dummy showing that you CAN turn that repetition to your advantage, at the very least for the sake of humor. Good job! Though why does the character walk at a crawling pace until that dummy slaps you?
-The guy sleeping in the Inn turns towards you when you examine him when he probably shouldn't be moving.
-On the first floor of the Inn, the second and third bottom doors opens even though they are said to be locked.
- The weapon seller says "Coma back" instead of "Come back" when you leave
-That one is a personal preference but I really hate being surprised with a fight. I'd rather have an enemy visible on the map that I can see coming and avoid if I want to but start battles when you come into contact with them. Players won't always be able to escape but it is less annoying because you actually expect the interruption. But again, that's a personnal preference.
-I actually find it pretty neat that you can enter the forest through different ways on the overworld map and mayhaps could be a set up for a more complex maze puzzle in the future. I think you should keep it the way you did it for this forest as a sort of introduction to the concept and make another one at a later point in the game
-I liked the dentures' lady quest but perhaps a hint from her that you should use that money for a sword would not be amiss. I got massacred because I kept getting poisoned and my escape attempts were interrupted by extremely frequent battles. Needless to say, you cannot make it out of the cave alive without a sword, which leads me to my next point.
-The scorpions are disproportionately strong compared to all the other monsters which leaves the player unprepared as they seem to spawn almost exclusively in the cave and, as it is very big, chances are that even if you somehow manage to escape the scorpion alive, you will die in one of the twenty encounters that will interrupt you in your attempts to escape. If there was a cure for poison available or a tech/spell to ease combat, this could the player. That or lock the appearance of scorpions behind a condition such as reach a certain level, lern a tech/spell, or have your attack stats reach a certain point.
- "How dare you interrupt my me human" I think you meant " How dare you interrupt me, human" . Also, it's a bit repetitive to immediately after say "Foolish Human... Interrupting me". You could instead say "How dare you interrupt me. Foolish human."
- That Imp does more than 200 HP damage at once. That is way too much so early in the game, especially when there is nowhere to buy healing items. At this point in time, it is impossible to beat it unless you grind a lot and visit the inn frequently which can be quite tedius
I did not defeat the Imp but I suspect the game ends after that fight. In conclusion, I'd say the most important thing you need to fix at this time is balancing your enemies, particularly the scorpions and the Imp, and the frequency of enemy encounters when your maps are this big. Most of the criticism I've given where more about minor improvements over things that ultimately are not an obstacle to the player's fun. But unlike typos, those impossible battles are a HUGE detriment to the game experience and may lead to people giving up on your game which is the last thing you want.
I hope you will take this into consideration and improve upon your game. I look forward to the next update and do plan on playing it whenever it comes out. I think if you fix those things early on, game development will go a lot smoother in the future. Good luck with developing and have a nice day :)
Love this game, however I do think it could do with a couple save points, particularly one just before the orchard because it can get pretty frustrating having to redo the whole day everytime you die. Also, I think the monster is getting stuck at the top of the orchard because I had to backtrack to get him to follow me. Aside from that, great game, I dreaded closing the windows everytime


