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razenrock

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A member registered Jan 06, 2021 · View creator page →

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Yeah, come to think of it, Johen's story is pretty similar to Dracula, though not intended. The music is from Castlevania too, haha. Anyway, thanks for playing!

You can find hidden paths by using the symmetry of the clock tower. In the first floor for example, there's a door behind the center pillar. Hope that helps!

Thanks!

The heart and soul mechanic was well made and the difficulty spike inside the ice cave ensured that reanimation must be utilized wisely in order to survive. I had trouble at first but once I obtained more souls with better skills, the battles became easier. I love this sort of progression! There's a good variety of soul skills and I found myself switching hearts and souls quite frequently.

I mostly only raised ATK, DEF and HP through level ups and managed to reach lvl 20 before fighting the boss. My final loadout consisted of Rose Heart, Fungus Soul A, Crow Soul B, Rose Soul A. Heals were too good to pass up. Murder of Crows just absolutely murders every enemy. And Crown of Thorns helped me deal with the egg sac battles where I was caught off guard by the crows. Oh god those crows. My final team consisted of a support Rose Fairy, a tank Stone Knight and an aoe dps Whale.

The small bits of dialogue here and there at the start were amusing. And I found it rather humorous that both pressing the button or not led to the same outcome, which really showed the immutability of Fate. Well, at least the MC lives in the former choice. Good work on this one, I enjoyed it!

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The prologue was masterfully done and helped set the tone for the rest of the game. The writing was smooth and the series of artwork in particular were gorgeous! Too bad Inna had to die... D: The character art are as good as ever. Ambros is cool, Tulia and Nadja's flashbacks really made me felt for him.

It's pretty cool how you made the CBS work. I've played a little of Helen's Castle before but that was long ago and it was a fun time relearning it! The balance was mostly tight, the upgrades rightfully powerful. Most memorable enemy for me has got to be the tiger which really taught me how to handle evasion.

The open-endedness is appreciated! I went to the visionary first, the castle, then back to the forest for hollies last. My favorite area is probably the castle. Avoiding enemies and traps was a good change of pace and the castle layout design was well done. You've also managed to capture the depressive feel of the city. There was an empty chest in the cave, is there some significance to this? All in all, this is a great piece of work! I look forward to what your future games will bring.

Some minor bugs:
-Your character will move while the main menu is still on if you press up/down immediately after exiting the weapon upgrade menu
-I didn't receive any ambrosia from the two chests within the secret room inside the cave
-Graphic error where bottles on the table turn into a shield when you enter the said secret room
-"confidence" spelled wrong in the Amun Shroud flashback
-Monsters in the castle don't stop moving when you enter the menu
-You can bypass some traps and doors by walking under them
-Ring of Hermes chest is described as Ring of Mars

I enjoyed exploring the towns looking for chests and upgrading my equipment. Picking up logs to make bridges was neat! The black bars in battle was also a nice touch. I found myself only using Sven's Triple Attack and Gorm's Heal throughout. Revna's skills and Gorm's magic weren't worth using much as they don't deal more damage then their normal attacks. Also, Sven's skills have no cost, so there was nothing to stop me using Triple Attack over other skills. There are lots of grammar mistakes and you could get stuck if you spoke with a villager in the second town. Some parts made me smile, like the Sven and his friends speech and the fairy meme. I find myself wondering where the gate took them and what exactly is outside reality. All in all, it's a nice short game that could do with some polishing.

Thanks for the kind words! Exploration is my favorite part of an rpg, so I always try to make nice places to meander in. And I appreciate you trudging through the sliding puzzle, it got big because I was afraid of making it too trivial. Kudos on getting to the end!

There's a lot I enjoyed in this game, the art and dialogue in particular. I love how you use colors! They fitted every character and the orange/blue (or periwinkle) for the MCs and the text was pleasant. The intro scene was pretty darn cute! Heck, everything Ian and Penny did together were cute. The swap mechanic was a cool idea and it's impressive that you managed to give different dialogue for everyone and everything. Everyone had personality and I enjoyed reading their profiles. The enemy sprites were also top-notch, there's a good balance of cool, weird and scary designs.

The battles felt odd at first due to the lack of feedback. I couldn't tell how much damage I was dealing, what buffs I currently had, and if there was a buff limit. Some impact sound effects would've been cool too. Nonetheless, I liked that buffs were pretty vital and was able to mostly breeze through by spamming Ian's atk&def buff at the start and then heal spam later. Dimanche's final fight was a good challenge, I had to use full heals and buffs until his attacks became manageable. His glitchy text was a nice touch.

Dimanche's pretty funny with the reveals at the end, was surprised that his original concept was some alien looking thing. Also, his name is spelled as Dimance in his profile, probably a mistake. Ian and Penny's kiss moment and in their ending artwork were super cute. Chuckled at the thought of a cum button, still have no idea how to activate it though. I've played the game twice now for the contestants' dialogue. All in all, I had a great time! Good work.

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It's great to see Jet and friends in action again! There's a lot of custom artwork in this one, it made the game feel a lot more alive. I loved that Wallace has a drawn face now, and also good work on the KINO punching scenes. I really like how you implement the god's destruction powers. The creative conceptual use of it, to heal and to even wipe out memories, reminded me of Jojo. Never thought I would feel for Sir Bright.

Battle balance was good as usual. I found everyone's skills mostly useful. The 1st party was great, but I feel that the 2nd party might be a little too support oriented. It felt odd to me that Gregory didn't have any offensive skills in battle, given that he has destruction powers. His on field Destruction God skill was amazing though, really useful. That was a great idea.

I liked that everyone has a role to play in this one, even if small. I wonder if the samurai guy has a role to play in the future? Laughed when the quadruplets kept me off the grass, nonsensical NPC roadblocks are always funny.  And I love the artwork at the end! Group shots are always sweet. Great work as always.

Some minor bugs I found in the sewers:
-graphic of the rightmost chest after it is opened will show as closed if you leave and reenter the map
-battling the bridge boss before the destruction god timer ends will forcibly make you escape once the timer reaches zero
-if you enter the right gate first and then the left, you will be stuck inside the left gate battling in a loop

I loved the progression of getting new skills and supports. The SMT style negotiation mechanic is really cool and it paired with the support system makes battles worth fighting through. Though the encounter rate can get ridiculous at times, like battles appearing the moment you step out of a room. At some point it became too tedious and I just ended up running away from battles. The support system reminded me of the gba Fire Emblem games, good work on that one.

Exploration on 1F can be confusing at times since the hallways look the same and lots of classrooms were sprinkled everywhere. I got lost and had to draw a map to keep track. The quests are great but I think a quest log would be beneficial since it's easy to lose track of objectives and quest giver locations after tons of battles and walking around. Exploration on 2F honestly felt kinda tedious since it's a teleport maze. I would recommend giving the player some sort of way to determine the correct door, rather than trial and error. The battles were balanced pretty well and the Persona boss fights were cool.

Best parts of the game are definitely the art and dialogue. It was fun going back to the 4 girls after recruiting Xinmei for additional dialogue. Koberu and Tristia are my MVPs in battle but Xinmei is best girl. I actually felt kinda bad for Ava and laughed when I realized the plot was basically about a school shooting. Art is top-notch as always and the ending scene with Nora was cute. All things considered, this was an enjoyable ride with some bumps along the way. Great work!

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Damn, what a fantastic journey. The dungeon crawling really reminded me of Etrian Odyssey, down to the drawing of maps. The exploration was tough to swallow at first, especially the darkness sections, but became better eventually once I realize how it works. (Got stuck at the first darkness section until I realize I had to press Z to enter doors and not the Up key like an idiot)

I played on Casual mode for the map, though I had to draw my own maps anyway since the in-game map was too small to tell your overall position. The skill system is fantastic! Love the customization it brings. Not sure if playing casual changed the battle difficulty but the balance was great. I managed to beat the game using only the basic spells since a bug restricted me from learning stronger ones. One exception was the difficulty spike with the triple Cockatrice battle which could stunlock and mute the entire team before they can act. Managed to beat that one with some grinding and using Wild Stomp.

Dialogue was minimal but worked to move you along. I find it mildly amusing how Johnny was yeeted out of the game at the beginning just like that and was pleasantly surprised to see Maura at the end! Can the Blue Moon Charm be used for anything? It doesn't seem to be equippable. All in all, aside from some bugs, it's a solid dungeon crawler I've had a great time with. Good job!

Thank you!

Thank you so much!

Sorry for the late reply my dude. If you still need the hint, walk onto the bones in the kids' cave to obtain an item that will allow you to get past the dog.