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The easiest thing is just to search specifically for looping music. Most music made for games will loop, and you can find commercial use ones around in places like OpenGameArt.org

Or if you wanted to keep that piece to fit with your theme, you'd need to edit it in something like Audacity. There's a few tutorials around showing you what to do, but I can't really offer any advice since it's not my area.

He was definitely twisted. You guys have quite the imagination ;)

P.s. If you haven't seen it- just1witness made a let's play video of your game :D

So, I like the concept of this. A school where you have to get married to graduate is kinda wacky but fun. I liked the idea with the stats, lessons and the mini games, but I just felt like it didn't really live up in the execution.

I didn't play for long, so I didn't see any holidays or events that might have combated some of this criticism, but if you can't hook people from the start it doesn't matter what cool stuff you have later game, so here goes with my feedback;

You go on dates with characters, but you don't actually see them. You don't get to talk to the characters or learn about them, you just have to pick who to start romancing based on the intro. With all of the stats, it does feel more like an rpg than a romance sim. (I haven't played a lot of otome games, but I'm pretty sure they're based a lot more around character dialogues and choices.)

I found it incredibly tedious to walk back to my dorm, sleep or study, then walk out of the dorm and back to school each day. Sometimes, that took longer than the actual days events. Your maps are a bit too big and boring (or a sample map,) so it wasn't interesting to travel, and that's the main reason I quit playing. I wasn't having as much fun as I thought it should be.

Some quick fixes you might want to look into;

The tiling error on the walls above all of the doors can be fixed with shift click mapping. (Tut is Vx Ace but it's the same method.)

Tsukiko and Miku have the exact same face apart from their hair. You might want to change the eyes/nose to make them more unique.

In the fortune telling class I was awarded a B and a C.

I went out with Rin and Miku too, but my relationship only went up with Kazuki. 

So, I'm sorry if that came out a little harsh. I can see what you were going for, and I do like your ideas. I think you might just need a bit more experience in making a rewarding player experience, and the best way to do that is to just keep making and getting feedback! If otome games are something that interest you, you might want to look into the visual novel genre instead, I think it's a bit better suited to developing deep character relationships. 

Hope this helps :)

This game is so damn attractive TT_TT The little animations and details are so nice, and I spotted some of your little self-inserts too ;)

I do agree with other comments that the dialogue is a little dry though, I think having an extra line in the message window would help with some of that constant clicking fatigue. There's possibly a typo on the desk at the inn, I think 'me' should be 'he'?

Everything else I want to say has already been mentioned I think. Definitely looking forward to seeing what you guys come up with when you're less confined by a deadline. Talk about a dream team! <3

This game is as good as it looks! It's really charming. The battles are hard if you're kind of useless like I am, but it is a lot more fun than just spamming attack in a vanilla turn based battle. 

I find it very strange that the title screen image turns upside down if you're viewing the options or continuing a game.

I found this passability error in Laeta's house, but only the first time we were there. Upon re-entry it'd vanished. 

I didn't actually notice until I saw the updates that the HP bar was only for enemies that had been defeated before, I thought it was just bugging out on me tbh xD. Perhaps a mention of that somewhere in game would help?

After defeating the boss man eater it still briefly appears on the map which was odd.

Lastly, the credits don't always seem to run. I'm not sure what caused it, but on my first playthrough the music kept playing on a black screen. I could still open the menu but it wasn't responding to anything else. 

I would certainly like to see more of this. Great job team!

This game is super stylish! All of the assets are well made, including the lovely dragonbones battlers (though I'd expect no less from you ^^) The only thing I would have liked to see was perhaps custom balloons too.

It was a bit weird to have a flee skill and the standard escape option. You could try using SumRndmDde's Battle GUI Core to hide the party command though I'm not sure how compatible it'll be (and the flee skill does miss the cool escape animation.)

Onto the gameplay, unfortunately it wasn't for me. I'm not particularly fond of turn based battles, and this had a ton in. Although you can escape, it puts you back to save points and all the enemies respawn so it wasn't really avoidable. I did get up to the (what I assume) was the final boss, after around 50 mins. I tried twice but couldn't win. I was curious about the ending (and all of the golden skulls), but since you have to trudge through battles again to get to the boss, I didn't feel up to a third run.

So I'm a bit disappointed on that. I enjoyed the atmosphere though, I just think it wouldn't hurt to cut back on the number of skulls. Since there's no stats and so no need to grind, it would help to be able to enjoy the exploration a little more without constantly getting caught, though I am bias XD Great job anyway!

Wasn't for me, but I can easily appreciate the effort that went into this. Everything looks and runs really well. Great job! :)

The story was well written, the cast were fun & lovable and it definitely opened mine (any many others) eyes to Alexithymia. I used to know someone who had a hard time understanding body language, and we ended up hurting each other quite a lot. But that's a different story, some things just aren't supposed to be, but hopefully with a little more knowledge and understanding they'll be more stories with beautiful endings like this one <3

I feel like this feedback is going to be nit-picking but I like to be detailed so;

Some of the maps could have done with a bit more customisation (perhaps reshuffle rooms, change floor/wall tiles), as they were quite noticeably edits from the sample maps. I particularly dislike the combination of tiles in the forest since I think it was just too textured and sort of hard to distinguish the edges of things.

Suggest that you use region restrictions on events inside houses on the entryways to prevent the player from getting stuck in one of the rooms by the npcs.  

The fog in the forest was pretty jerky, although it did help make things feel more maze like again, it was also kind of unpleasant to watch. A slow scrolling fog might be better(?)

Hime's actor battle commands should work to hide the skill selection from the battle menu. 

There's a typo in the castle just before you meet the queen on the guards name boxes. Also, a tiling error on the roof of the castle that just needs to be sorted out with some shift click mapping.

This game was made with clearly made with lots of love, and as a player I think it's hard not to be swept up in the world. It's a nice change to play on the monsters side for once, and a lot of effort went in to find the resources and the characterisation of them. The gameplay wasn't always engaging for me, and after having to delay feeding Dog I did wonder if there was actually a penalty for forgetting. The story carried itself through though, the cutscenes and extra details on sprites was a nice touch. Good job! :D

Not perfect is fine by me ^^ I previously got myself into a dark place by strangling my creativity in the pursuit of perfectionism, so I'm quite happy to let some things go. I will try to fix the concerns being brought up in feedback though, so thanks for your comment!!

It was on my list of 'passable errors' to make some of the SE louder as they were easily missed. I was originally going to add music, but my initial playtesters quite liked the minimalism. There are some scenes where I could see music for extra emphasis, but I'm not really sure what I'd put as a general walking around jingle.

The sound of the kitchen sink is the same as the rain, so I guess you have observant ears! By the end of the game I started being stingy with sounds since it was taking a while to find decent ones and I was cautious about bulking up file size. I really want to remove the rtp cat sound, but I couldn't find a decent one for that either. I need to think about what's bugging me enough to I want to invest the extra time in. If I had my perfectionist way, I'd end up redrawing all of the artwork, but I feel quite jaded right now U~U'''''

Thank you :) (And thanks for taking the time to go back to see what was missed! I'll have to make an update after IGMC to make it harder to accidentally miss...)

Not being able to open the menu with ESC was an oversight. By default RPG Maker MV games can also use X and Numpad 0, and it's mentioned on the game page, but still it was a bad move on my part. I hope it hasn't driven anyone too crazy :S

Thanks for looking!! ^^ 

Okay, full disclosure; I'm not a fan of complex craft systems or rpg mechanics in general. But I gave this a go anyway, and oh boy, I have some harsh feedback coming. :(

It's a hugely apparent first game, but that's fine. You have a lot still to learn, plus honestly no one expects much from a first try. There's no substitute for experience when it comes to being a dev, so I hope this comment will be valuable to you, even if it is a bit painful. 

First of all, you need to get saving sorted asap. In a game with random encounters, i.e. lots of chances to accidentally get wiped out, you need to have that in or you'll just lose players who can't be bothered replaying things. The error you have is also affecting the options screen, so I can't change any of those since backing out causes a game ending error. It seems like it's either a plugin conflict or to do with the way you've created the .exe.

So we start, and cue the scrolling text exposition. Of course, stories need a backdrop to get the player interested, but doing it like this is a huge turn off to a lot of people. If nothing else, it's kind of hard to read. Perhaps check out this article?

Bringing me up to the text itself, wow, that font is hard to read. You've filled up 4 lines of dialogue, and they only fill 1/2 the width and 1/2 the height of your textbox. That just looks stupid. It's a pet peeve of mine when text doesn't fill to the end of the line anyway. I'd recommend looking into Yanfly's Message Core, the automatic word wrap will help you fill space properly, and if you really want, you can add extra lines into the textbox to fill the height (though, seriously, increase your text size.)

The dialogue itself is littered with errors. If you want people to take it seriously, you need to sort that out. If you're not a native speaker, there are places you can go to ask for help with proofreading.

The mapping is not the best, but again, that comes down to experience. (I'm not good at it either''') It's perfectly acceptable to use the rtp resources, but you should really put the effort in to outsource some stuff e.g, the music. The majority of people who play RPG Maker games are fellow devs, and we've heard all of this stuff before. Even as a non-artist, you don't need to rely entirely on the rtp graphics. A really good place to go for resources is here, there's tons of cool free to use stuff around, and having some of this stuff on show will help a little with the bias against rtp, since it shows that you've put in some extra thought and attention. 

You might also want to learn a little more about tilesets. If you go into your database>tilestets, you'll find them all. There's features such as the Passage (4 dir) that allow you to restrict tile entry for certain directions, e.g. to stop your npcs from being able to waltz over the sides of your couches. There's also the counter flag which is used on tables. These allow you to interact with an event from over the table. You can use this in the inn by putting the inn event on the npc itself, so the player can still talk to them from the side and front instead of it being on the book.

I'd recommend using Yanfly's Region Restrictions. That way you can restrict npcs with random movement from being able to block doors and exits. I got myself stuck in the inn whilst the old shopkeeper was walking around. If you didn't know, you can right click and use 'quick event creation' to easily create a door with an opening animation. 

Your player doesn't need to be able to interact with everything, but really, most people are going to expect to be able to talk to npcs. Even if it's a line saying "I don't want to talk to this person." Npcs are a great chance to do some world building, it's a waste to just have them for decoration.

The weapon shopkeeper's face doesn't match his sprite. You've got a lot of weapons at the same price, but have major differences in the attack stats, which is just a crazy idea. For balancing, you probably don't want the player to be able to access strong weapons so early on. You've got some items that can sell for a lot, so I'd recommend just hiding the strong weapons until later rather than increasing the price of those. 

The quest log is a good idea, because I lost track of what I was supposed to be doing. I wandered around the world map, and found two places where I couldn't actually do anything. I bought a boarding pass but I wasn't allowed on the aeroplane. I supposed I could have played for longer and tried to figure something out, but as it is, your game just isn't ready for players. 

A shameless plug, but I'd suggest joining the forum that I linked! It's full of passionate developers of all levels, and they're all so kind! It's a great place to get support, resources and to look at how other people are using the engine. Playing other games is also a great way to get ideas for maps, mechanics, and general inspiration. 

Hope this helps! <3

Thanks for your feedback!!! It was really insightful. (And oh dear, 'square route' that's embarrassing xD)

The bathroom scene was a pain to event. With the lack of portraits, I tried to make things more interesting by having the textbox bounce around but the coordinates were just guess work and a lot of play testing. I really should have just stuck it to overhead and kept things simple hahaha.

Yeah, the menu key was pretty last minute. I really wanted the menu to have a background filter other than the standard blur. None of the menu filter plugins I found worked with the current version of pixi, so I ended up making a work around by using Yanfly's button common events. Unfortunately, that doesn't have a field for the ESC key, so as a non codey person I was stuck with just disabling it. Note to self; never sacrifice technical stuff for aesthetics...

I've been thinking about how to give the player a better chance to look around before hitting that autorun. My first thought was to give them another choice, but moving it downstairs would certainly at least let people know there's stuff to do there. That stuff is mostly just fluff, but after spending the time it would be nice to know people were seeing it. I still don't know if anyone has actually found that they could view all of the items in the inventory either. Ahh, that's the curse of a dev I suppose! I'm grateful people are giving it a chance anyway. Thanks <3

To reply to your other comment (being economical lol),I don't think it's so much about the speed as much as the actual motion. I didn't feel sick playing your game, but I know from playing a few other entries with scrolling movement that it certainly can cause that, so the same advice, just keep it condensed if you can. ^^

Educational games are a great idea. Being able to turn work into play definitely makes things feel more approachable, and the actual interactiveness of a game makes it more engaging. I personally can't stand to just sit down and *study*, so I kinda wish I had a teacher as dedicated as you haha! I'm sure your students appreciate this :)

I can't really list any MV games with good editor maps off  the top of my head. Most of them use parallax mapping, but that's not really viable (or indeed, worthwhile) for a game like this, especially if you're trying to keep it playable on mobile devices. I like to lurk on this thread for mapping inspiration, though it's pretty mixed so you have to surf through for particular MV rtp maps. 

Thanks for taking a look at Lost Boy! It's not really a self help game like yours is (although I'd certainly be pleased if it was able to benefit people.) There are a few other mental/health themed games in this contest if you wanted recommendations for any of those just out of general interest.

I don't currently have any plans to develop a new game of my own. The scope of this series doesn't align with my interests enough that I'd want to co-develop it, but I'd certainly be happy to lend you some support if you'd like. I don't have oodles of experience, but I am fairly confident that I can put things together without breaking them XD

Making a short game in a month is a big ask even without custom art, so yeah, I hope you feel proud of that! The art didn't suck, it just wasn't my taste. You can't please everyone, but I still appreciate the amount of work that's gone into it. :)

The game is still easy to understand, (and actually your English is a lot better than some of the games I've played by native speakers. xD) Unfortunately I can't really go through the errors since they were spread across the entire game, and I don't currently have time to replay it. There are places where you can go to get help though. One of those is the rpg maker web forums! You can make a post here asking for some help. I don't personally own Rpg Maker VX Ace, but there might be someone on there who you can send your whole project to, or if you prefer, use the deployed game and have them write it all out for you. 

You do need to make sure you read the rules of the sub-forum (the very first thread), which state that you have to have at least one post before being allowed to ask for help, which is a perfect chance to introduce yourself! The people over there are really nice, so if you felt like it you can get involved in other parts of the community too! You might be interested in the secret santa we have going on, you're given a random IGMC entry to play, and in exchange, someone else will review yours. ^^

This was short, but so atmospheric! I definitely think I'll have weird dreams now... I played through each ending in the order 2,3,1 and enjoyed all of them (I only wish it was a little longer to find out some more!)

Two potential issues I noticed, the piano needs a self switch else I can continually switch it on for no reason, and I did notice a bad loop of music in the riddle room (possibly because I spent the longest in there...)

That riddle was tough... I spent a long time trying to come up with answers, but in the end, I cheated ^^' I really don't think I would have been able to get that on my own, to be honest, the answer didn't make sense to me. Well, I understand it, but I wouldn't have clicked that together. You might want to have the solution somewhere so that the ending is accessible to all.

Overall, you did a great job! <3

This was pretty fun! Not particularly believable, but that doesn't matter. The puzzles flowed logically, so I think you did a really good job of making things easy to understand how to solve, without obviously just giving away the answer.

The only thing I'm not a fan of is the ending. Depends how long you were planning to make that scene, but reading text against a moving background can easily make people feel motion sick, so it's usually something to avoid.

There was a typo on the second line, it should be 'the adults WERE too busy'. Other than that, good job! Looking forward to seeing what's in store for the future :)

So, I'm quite confused. I picked up the wood, but I can't give it to Regin/speak to him at all. With nothing else to do I wandered around the forest and found the clearing and graveyard, but couldn't find anything to do. I know you ran out of time, but is it just an intro right now?

To be perfectly honest, I don't like what you've done with the time fantasy resources. They look quite messy, and it's hard to see what anything actually is. The sprites are not easy to see, they mostly only stand out because they clash with the style, I'm sorry to say, but I wasn't really left with a good impression. 

I got the feeling this game has a very specific target audience, and certainly, I'm not one of them ^^''

I don't know anything about the massage/medical side, so quit playing this fairly quickly (even to play for entertainment, turn based battles aren't my idea of fun.) So I can't really comment on the game/story, but there were a few things I noticed on the rpg maker dev side. (Ignore this if you're not particularly looking to become a fully fledged game dev and were just wanting to make this one game. Rpg maker is easy to pick up, but it's hard to actually get good at it, so most of this might be useless to you if you weren't planning to dive into the world of developing.)

Mapping needs a lot of work, layout aside, you just seem to be using the tileset weirdly. Make sure to pay attention to how tiles are lining up, and the way you're layering them. Here's a quick tip on shift click mapping (tut is for vx ace but it's the same.) This should help you clear up some edges, walls and anything else you might want to copy directly. As for making things aesthetically pleasing, that's really just down to experience. Take some time to study how other people use the rtp. If you right click on the map list, you'll be able to load a bunch of sample maps and there's loads of places to find pictures around, or actually play some games that have been praised for their maps.

There was a point in the intro where the text cut off. Personally I find lining up text to be a pain, which is why you might like to invest in some knowledge of using plugins! Yanfly's Message Core is a pretty popular and easy to use one. It gives you a lot of cool features, plus you can use automatic word wrapping if you're lazy like me ;P 

Your shopkeeper keeps walking around even whilst we're supposedly talking to them. I think you're currently using a bench for the counter, but rpg maker actually has a built in method for this! If you check out the Inside tileset A tab, you'll notice some tables. These have a counter flag on them. That means  you can interact with an event over the counter, so you'd actually make the shop event on the npc itself. This makes more sense with mouse control since you're clicking on the person you want to talk to. (Of course, it does mean the shopkeeper needs to always be in front of the table.)

You've got a save point although saving is still enabled from the menu. If you want to remove it from the menu, you need to go into database>system and uncheck save. The crystal also needs a direction fix, since it can change colour depending on where you're talking to it. 

You can repeat all of the massage battles, wasn't sure if this was intentional. (Since they repeat all of the dialogue too.) Reyvi in bed needs a direction fix too. It is a bit weird to talk to her when she's no where to be seen in the intro.

The mismatching faces/battlers is pretty weird. If you look around, you'll be able to find loads of cool resources. A good place to start is here. It's usually better to make do with what you have, than try to make exceptions for things. You can also make requests for resources on the forum, although there's no guarantee to get any reply. 

P.s. Wasn't sure what gender your protagonist is (not that it matters), but since they've got a masculine name I thought you might want to know that the character you've chosen is commonly female, though of course, you're free to use the characters however you'd like. 

Hope this helps! :)

Congrats on finishing your game! The custom art wasn't really my cup of tea, but you've done a huge amount of work in a month! Well done!

The game could do with a thorough proofreading since there was quite a lot of errors. I did find it a bit hard to engage with the story as well, I wasn't really feeling anything at the end, which isn't what you want in a scene that's supposedly tense. Some of that is due to the short length (took me under 30 min), but other times I did find the characters robotic. The faces could have done with some small tweaks to things like nose and eye shape to stop everyone looking the same.

I liked the idea behind the PSY cards. I spent most of my time running from random encounters but was still able to finish the boss fairly quickly.

There were a few bugs/things to improve;

The immediate battle after buying the wooden sticks means there's no chance to equip them. Personally I think toy swords would make more sense than a shop selling a bunch of twigs, but I digress...

You don't actually get the PSY  in your inventory until after the night scene, when it should be immediately in the shop. We also pick up stimulants without actually receiving any.

If you go back to the school at night, all of the npcs are still there which seems a little odd.

You can remove TP by going into the database> system and just unchecking it. 

Hope this helps!

I gave this another run for an hour, but I think it's too hard for me ^^' Flipping a switch, running around around and trying to see if any new solution has come up, failing and running back to the switch isn't really my idea of fun. The puzzles themselves are good, and solving something does feel rewarding, but there's a lot of layers to each puzzle and it's very easy to get stuck, so I really started to feel hopeless.

Your guide was useful though. Some people still might try and figure it out for themselves, but I think it's always good to have a crutch to fall back on to avoid that feeling of sheer hopelessness. I didn't figure out the switches before since I was looking for a boulder or object to push on, I didn't realise I could dash and catch it, so I got a lot further this time. (I also only realised escape was blocked for the solider and ended up assuming escape was blocked for all monsters which was dumb...)

There's an oversight where after rescuing Pi, the General's sprite disappears, but if you talk to the locked gate he's still there.

You've also quite a few passability errors. Some of these actually let you climb onto walls and cheat. Using that I managed to get into the green version of the shop, and into the room where the hammer was, but I couldn't leave so I guess you can't actually cheat that x).

It's sad to say that rpg maker games are a niche that most people do avoid. There's a lot of competitors, so with all of these new games released at the same time, it is pretty hard to actually stand out and get someone to look at your game. I think there's also a bias amongst a lot of developers and players against things that are 'default' since there's been a huge amount of rpg maker games released with little effort, so in a lot of cases, rtp just looks like it's going to be sloppy and not worth a play. Your game doesn't come into that though, it's clear you've put a lot of thought into organising the puzzles and mechanics, so all you can really do is keep pushing it. The internet is very hit and miss, but don't give up!

If you've got time, you should try signing up for the secret santa reviews. It's a really nice way to get and give feedback. I'm sure puzzle-y people will enjoy this game, it just needs to get to the right audience :)

A very short play, but I enjoyed it :) As others have said, your mapping is really solid. I love the xp rtp anyway, but it was really pleasant to wander around your world.

I liked the intro, you've got to set up story somehow, and the cinematic way you've achieved it meant I was happy to sit and watch it, so I don't agree with PVGames feeling that it was just an exposition. I suppose I do feel a bit ??? about the evil character, and why his motivation would be just to destroy the world (given that he has to live there too,) but hopefully more on that would be revealed in the story.

The only criticisms I have are kind of nit-picky. I find it a bit strange to still have saving in the menu and looking like it's enabled until you press it. I don't know if there's a better way to hide that command until you hit a save point.

The prices seem a little weird. Why is bottled milk so much more expensive when it heals less LE?

You can't talk to the farmer who is plowing the field.

It did look like some of your sprites didn't match up, particularly in the bar. I don't know the rtp character style, and I don't think it was glaringly obvious, I'm just a graphics based person.

Otherwise, seems like you're off to a really solid start here. Good luck with development! <3

I'm using MV so I'm not really familiar with scripts, but I know that common causes of errors are from scripts conflicting with each other, being in the wrong order, or being the wrong version. Testing things in blank projects usually helps, if there's a crash there, you can take a guess that there's something wrong with the script itself and seek help.

I think the puzzles do rely on the player having a certain level of background knowledge and patience to sit down and think. It might not be for your average player, but as long as they can actually be solved (have seen a game where only the dev would know the answers :S), I think people will still take it on. If you're worried about making the game accessible to more people, having a strategy guide/extra hints somewhere will help those who still want to play and just got themselves a little lost. My problem with the piano puzzle was after reading the sheet music, I headed to the piano thinking there'd be an input screen, but there was just a long pause and I thought it'd crashed. (Was I just supposed to type directly?)

Life drain I can take or leave. Not really sure if it was doing damage over time or just by the number of steps. I found it more annoying than intense, but I guess it was a means to an end in your story to make the player more interested in finding the solution and antidote. As I said, the atmosphere wasn't quite there for me. I was annoyed that the cat told me to 'get fucked' since I didn't feel it was very encouraging to try again. Of course there are some people who are fuelled by negativity and will take it as a challenge to fight and prove themselves, but I'm sensitive and prefer to be positively encouraged XD So the atmosphere not clicking with me is not a fault of the game, it was just a matter of personal preference.

I tried this 3 times, but I can't seem to figure it out. I haven't found any restoring items, so once all the MP is used up you can't fight anymore, but I can't escape battles either. I found the prison key, so I made a mad dash avoiding all the enemies one run to get there, but was discovered by the captain and couldn't defeat him. I'd give it another go, but knowing that the save menu is opened by random chance is hugely off putting. If I was unlucky, I'd never open it, and I'm not the kind of person who finds back tracking over lost data fun. I'd say 1/12 times I actually got an orb (not sure what they were supposed to be for,) and the rest I lost 50HP. I don't think this game is really for me anyway, but if there was some strategy that I'd missed, it might be helpful to have a walkthrough somewhere. 

I have no idea what happened, but I ran into a fairly large bug. After the morning scene in chapter 2, I tried to go to the darkwood, but was told that 'it's getting late' and to go back to Cent's sister, which then replayed the night scene from chapter 1, then began chapter 3 and after that, replayed chapter 2's morning :S I decided not to keep playing because I think it probably would not have run correctly.

You've also got two game ending bugs. Trying to leave the first map the way we came can't find "Temanco"'s face, and trying to enter the house on the top right of town can't find picture People3_8.

Those aren't the only errors I found, which is a huge shame because I think this game had potential. So to cover these;

  • You've left save file 13 in (no biggie, just remember to clear them out when deploying a game next time.)
  • There's quite a few mapping errors where things just look weird. E.g. the stairs in town should be using the wide staircase tile, since using the single one stops you from being able to walk left/right. The stairs don't make a lot of sense anyway there anyway.
  • There's passability errors (where you can walk over things accidentally) outside of Seria's house, and some other items in town.
  • The girl next to the fountain has the wrong face for her sprite. 
  • There was a portal in town for no apparent reason. I think that might have been a debug event you left in.

Next is the writing. It needs a good proofread, there's a lot of errors. "You" doesn't need a capital letter unless it's the start of a sentence. I also feel that the writing quality varies a lot. Some scenes have a nice emotional quality, and others are very childish. I'm not a fan of having actions between colons, it looks jarring. You really shouldn't insert random japanese words like "baka" into the dialogue either. If you're writing as you go, I'd suggest actually making a script in an external program and copying it in. (You can even use plugins that can read directly from text files.) Being able to see the whole scene, and actually taking the time to think and tweak your dialogue before putting it in should help you with pacing and catching mistakes.

So for the positives, although I don't really like rpgs, I ended up enjoying my short time with this. I'm a big fan of the chance to dodge since it's an extra level of player involvement, although it seems pretty hard to time correctly. Being healed every time you guard seems like it could be abused by way of the player not needing potions if they're good enough at avoiding damage. I didn't get far enough to see how you were using TP. It's pretty uncommon to see MP taken up by a normal attack since you'd associate it with skills and or magic, but maybe you've come up with your own system.

I'd recommend making your own graphics for the HUDs, since they are quite recognisable. Hopefully there was just a timing issue with getting some of the pieces done. Mixing the rtp with custom faces is never a good idea, so you'd really need to do "all or nothing." (Sometimes you can cheat by not giving npcs faces at all, although most of the time, the extra effort will be appreciated.)

Some of these issues do seem like they'd be manageable just by spending a bit of extra time playtesting and reviewing things. Others, like improvement to the writing and mapping styles, are really just things that will come with experience. Spending some time studying other rpg maker games, picking out things you like or dislike, seeing how they've used the rtp resources etc may really be of value to you. I'd suggest crawling through this thread and its older versions, fixing up your maps as best you can, and then posting them on there to get some direct feedback. 

Hope this helps! <3

You know what, I enjoyed this. Well, enjoy is a loose word, but it was certainly an interesting experience, and I think you really nailed the atmosphere. I enjoyed the pop up error and fourth wall breaking. I did leave feeling more depressed, it would have been nice to have a positive spin somewhere, although part of it did feel like we were experiencing your frustration at making this entry, as opposed to a character roleplay, but writing from experience does make things more relatable. Thank you for deciding to post this. You've made a complete game in a month, and it plays all the way through to the end. That's a huge achievement, whether or not it came out quite the way you wanted. I think perfectionism and depression go hand in hand.

P.s. trying to use the menu to open skill/status/equip whatever does end the game because of missing files. Don't know why anyone would need to use those anyway, but I like to snoop around since I was maybe expecting laundry and things to appear in the inventory. Perhaps replacing the skills as a list of conversation topics that have been collected would be cool? Anyway, nice work :)

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You've got a game ending bug :( Touching most of the objects in the room with the bears pops up an error message.

So to review what I've seen, hm... It's certainly not a game I can imagine people getting through without having pen and paper to hand to jot things down. I like a challenge, but I can't say the atmosphere gripped me. I didn't feel sympathetic to any of the characters.  It might be nice to have an emoset for Aimee.

I wasn't entirely sure if I was actually supposed to enter the bear room since there was a barricade, but I could still access it. I hadn't quite figured out what to do with the piano puzzle yet, but you can't return from the bear room, so I found your 'antidote' instead. I know this is a 'demo', but was that the current ending?  It felt very incomplete, but hopefully without the stress of the IGMC deadline you'll have time to figure out what was going wrong and develop this some more :)

It's easy to see how much effort went into this game. It's cinematic and well optimised. There were no bugs that I found, but I did feel like there wasn't really much gameplay to be bugging out on. I am not a fan of turned based battles, so this game sadly isn't for me. The only thing I would comment on is that I found it strange only the heroes had face portraits. If you wanted to add those in but couldn't find resources for emosets, you can find some really nice ones here. (Or if you think the default faces look too out of place with the generator ones, you can find some generator style ones here.)

Good luck with your game, and happy making! <3

This was a nice game :) At first, I was really confused, but once you get a hang of it the puzzles are fun and do-able. The extra pieces of story were an interesting bonus, if not a bit cliche.

The portrait of Diana is very cute. I did think that the game would be longer than it actually was, are you planning to make extra areas? I don't think it'd harm the game to have some extra detail, but if it does get longer, you probably need something in the way of a simple pause menu or save/loading. Some people will breeze through this, but others might need extra time. 

P.s. there's a typo in the first room, it should be 'your towel'. 

Thanks for your feedback! :D

 I was surprised to realise that a lot of people didn't explore before entering the storeroom, as no one seems to have met the boy by the vending machine on their first play, which had a tip on the menu keys. It's kind of sad since I realised people must have missed out on some of the extra stuff I put in there, including the fact items can be viewed from the difficult-to-open menu. (Out of the 3 default menu keys, I disabled the one everyone uses? Oh boy!) Of course, there are always things that will be missed, but I learnt a valuable lesson to try and promote the things that I'd like people to notice a little bit more. 

Your game was so detailed, I'm sure it must be the same. I regret that I didn't go back to try and discover all of the loose ends before finishing. I'm hoping to write a list of 'hidden gems' (punintentional) with yours on since I hope more people will give it a go. You have my support! <3

If there's anything in particular that you want to know how I achieved, just ask. It was most likely a plugin that I can link you to.

Ok.. so what genre was this again? There's not enough story to be an rpg, not enough getting lost to be a maze, so I suppose it's really just a 'puzzle game'.

If I think of it like that, it's not a bad game. Although your puzzles don't reset, they do seem to have ways to move themselves around if it gets stuck. I wouldn't say it was a challenge, but it does work together.

As a complete game, it's lacking. There's no intro, so I have absolutely no idea what I'm doing here, and only sort of realised what the plot was when I got a message at the end of world 1 telling me I've cleared it of evil. I don't really know what the purpose of your battles were, there's very limited healing items, 1 (?) skill, and none of them go on for more than two turns. It seems like it was more, 'hey try to avoid this map sprite' or 'here's a change of scene' than an attempt at interesting turn based combat. 

I didn't even notice what any of this had to do with 'following the map'- the first time I picked it up I didn't see what happened since it's a player touch event. I tried to walk out of the portal room and got stuck on the first map where I couldn't move. So, what's with the map? Is that an alternate dimension? We don't actually get a map item in the inventory either. 

The last world was so anti climatic. You can actually just walk onto the portal and return to the title screen without finishing the demo. I can make a guess that this guy was the 'evil dude behind it all', and sometimes it's ok to have a story like that where things are slowly revealed to you, but you need to have something at the start or early on to actually grip the player and make them want to continue.

My advice to you is to figure out what you're trying to make. Is it just a puzzle game? If so, you need to do some optimisation of menus etc to make it not look like a forgotten rpg. I'd probably take out the first map, so that you have the portal room as a sort of 'level selector' and the rest of the worlds are acceptable as cartoony puzzles instead of seeming like a poor attempt on a realistic world. Is it an action rpg? If so, you need to use an abs rather than turn based combat. You also need to set up some kind of backstory or explanation. Is it a maze? Then you'd need to make things bigger/players view smaller. The point of mazes is getting lost and trying to find your way around, which you don't get when you can see the entirety of the map. 

So this review might seem harsh, given that the game is not bad, and as far as I could see, you've managed to avoid any game ending bugs by getting pushable objects trapped which is a huge achievement. But since this is a demo I hope that you might take this feedback on board and focus on what you have and what you want to make before trying to expand further. Hope this helps! 

A nice little demo :) The concept is interesting, I wish I dreamt like that! Gameplay may need a little work. I like the Visual Novel parts, but I think going between that and mostly battle quests might get tiresome. It wouldn't hurt to have more rpg based elements, exploration, npcs to talk to etc.

 The portraits were really well done. It would be nice to see them have full emotionsets. The script could do with a proofread, there were a few places where the grammar went wonky, and some places where the scenes just fell a little flat.

Other than that, you guys are off to a good start. Happy developing!

You seem to have made an error with map transfers >~< Because the player transfers onto a black square instead of the floor when walking into a building, you can't actually move about and it's game ending. When you're playtesting, holding down ctrl allows you to walk through maps, but on a deployed game there's nothing that can be done. I noticed this early on and realised the game would probably not be playable, so had to quit it.

I only saw a little, but I was very impressed with your mapping. According to the credits you've only used licensed expansions, but it's well worth looking into fanmade resources! They're very often free and help you expand your world further. A great place to look is this forum. Depending on the age of your character, you might want to look into buying the season pass dlc for its kid generator parts.

I did notice a typo at the start, it should be 'your brother' instead of 'you're brother'.

I wish you all the best with development! <3

A nice little game, took just over half an hour. I enjoyed the puzzles, and was glad the random encounter rate wasn't too high. The writing is fun, and I loved Lilac! :D

No bugs to note, but the healing pentagram in the storeroom is missing the flash effect and SE, and the MP regain doesn't actually restore all of your MP.

The graphics were nice individually, but I did feel that they weren't very cohesive. It's a shame about the random rtp parts too, though that was probably due to the short deadline.

There were a couple of scenes that really fell flat to me, namely the car > temple scene and the ending. I was expecting more tension, but they were quickly brushed over.

The enemies could have done with an idle animation to match (not sure if that's actually doable with the script you have, but it did stand out to me.) There should also be a option in the database> system to remove TP from battles. (Though I use MV so I might be wrong.)

Lastly you hit one of my pet peeves by not having the text fill the width of the textbox, but that's me nit-picking. Overall you did a great job, everything seems polished and the story flows well! 

Congrats on finishing your game! The abs ran really smoothly and was fun to play. There were a few things that I felt were letting you down though.

There are typos everywhere. The grammar is poor and in some places the text cuts off. It really needs a thorough proofreading.

I had two iron swords for some reason. (Picked on up from the guy near the well, maybe you left the other in accidentally.)

On the second map the little girl has no dialogue at first, then when you interact with the solider she's talking although she's still stood far away so it looks weird.

Having save points whilst still being able to save from the menu was a bit weird. The difficulty isn't bad enough that it'd be an issue to disable saving from the menu, or you could just have the pentagrams as transport/healing spots and remove the saving aspect.

The first part of the castle, trying to return from the skeleton room back to the main room takes you to the witches room instead. There's no way to get back other than the pentagram at the end.

After doing the colour switch puzzle, the red switch stays pressed down.

You need to double check that your events are using direction fix. I noticed it on a gate and one of the corpses, maybe some other things.

The game wasn't particularly hard, I only had to use a potion at the end. I prefer this to a game that's stupidly hard, but I think some people would want more of a challenge. If I'm being brutally honest, this felt like a collection of mechanics and ideas more than a game. I didn't really get a sense of story, there wasn't much logic behind the enemies or why we used crystals instead of keys, and the mapping was very 'it's a background to a puzzle' instead of seeming like legitimate rooms that were once part of a real castle. Getting this stuff to be cohesive and flow is something that just comes down to experience though, so setting that aside, the gameplay is fun enough that I still enjoyed playing and I think with a bit more time and practise, you'll be on your way to making some great little games ^^

This game is soooo cute!!! You're really doing yourself a disservice by not updating the game page with a full description/some screenshots. There wasn't a lot to it, but it was sweet and fun :) 

Did notice a few things to edit; The witches back is missing a white outline. 

The sentence when you first go downstairs needs editing.

You can actually still access the menu. To disable that you just need to use the command on the third page of event commands "change menu access". 

You can walk over all of the graves. You do have some places where tilesets are not working quite right since they can clip over your tall character etc. I would possibly suggest using Yanfly's doodads. They've got a 'same as character' layer so you can walk under and over them without noticeable clipping. 

.This guys needs a direction fix to stop him disappearing.

There was a mix of mapping styles and the left-right walk looks strange when traversing a top-down view map but it didn't spoil the experience, maybe just something to avoid mixing in the future. If you want to make isometric maps, I'd suggest looking into a pixel movement plugin.

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This story has such a fun and unusual setting! The art is really crisp and clean, the only thing I didn't like was the walking animation. You've accomplished a heck of a lot of in a month!

The game could do with proofreading, there's some basic typos, quite a few grammar errors, and some places where the text gets cut off. The tent cutscenes are a really nice idea. If it's anything like MV, there should be a fadein/out screen command that you can use to try and hide the part where Tom flashes in and out.

Noticed a few minor bugs/possible errors-

You can walk through the fence here outside of the burger place;

If Tom's equipped the dual blades and then returns them to Zoey, he still has them equipped.

You can't sell the corrupted jade ring.

After defeating the mob boss, you're not transported out and have to walk back through the ghost town.

I played for a little over an hour and got up to the plank puzzles in the sewer. I started to get really annoyed by the high random encounter rate, most of the time I could easily escape but it seemed harder in the sewers. I find battles really boring and one hour is the judge cut off point so it felt satisfying enough to end there.

Did try to take on the twins 3 times and failed each one XD Probably needed to grind a bit more...

Yeah, I would not have guessed that XD Maybe add an extra hint to the book? 

It's the area with the dead tree 'maze' when you first leave.  I think there's a crack on the wall, I could walk straight up those two tiles. 

This was a bit too casual for my taste so I decided not to keep on playing it, but it looks like you had fun making it! Welcome to the RPG Maker dev world! :D 

Did pick up on one or two things if you were serious enough about this game to iron out bugs. Leaving the fortune tellers transfers us in front of the hospital rather than back to the entrance of the tent. 

The princess will recognise that you've bought a silk cloak if it's in your inventory, but if you've already equipped it she won't pick up on that. 

I know you've got typos around for the lols, but it's good practise to make sure you end your dialogue with proper punctuation anyway. 

If you want to get to know other devs, hoard a collection of resources and get some general feedback/help, you might like to join the official rpg maker forums! I shamelessly plug it, but signing up here was really one of the best things I did. Everyone is so nice, I found that being around other makers helped me become more motivated to learn and make games! 

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You've certainly put a lot of work into this demo :) I liked the event indicators and the hint item, although it felt like a lot of clicks for what was basically a one line reminder of what's going on, so does maybe need to be streamlined a little.

Can't really comment on the battle system, it's not really my area. I got kind of fed up facing the same two bats over and over though, and ideally you'd still be able to escape from those in case you've accidentally touched one. They respawn which made backtracking maps annoying. EDIT: Forgot to mention that I found this passability error;

The titlescreen doesn't actually work with a gamepad which you might want to look into if you're promoting gamepad controls. There were a few typos around that could do with fixing (p.s. it's spelt "brooch" not "broach"). You also hit two of my pet peeves, first that text doesn't fit the width of the textbox correctly, (ideally fill out an entire line before starting a new one, unless it's stylistically between sentences), and also I felt that you'd overused pauses a little making the dialogue more tiring than it is.

Final thing I'd suggest fixing is the menu. Since you can't see the MP bars, it makes it hard when you're trying to use MP restore items from the menu. Sure, the player can check status but it's not user friendly. 

So, I did end up getting stuck. Your puzzle hints at 17 boulders to open the door. I found 7 and turned all the switches on, but still wasn't able to get past. I did look around for an area that I missed but didn't see anything. This was around an hour in, so I probably would have stopped playing at this point. It's a good game, but a bit too battle heavy for me and not really my genre anyway. Good luck with this! <3

I have some painful news coming... this game is just not any fun at all. >~< I grant you that I particularly dislike turn based battles, but I do tolerate them unless it's ridiculous, which this game just is. I take no pleasure from being harsh, but I hope this comment can help you improve.

The story is uninteresting. I know it's supposed to be mysterious, but there's really nothing gripping. The player needs to be motivated to find out the truth, that can either be by the story itself, the characters or world, or just straight that the gameplay is enough to carry it. I don't know anything about the characters, other than they're weirdly trusting. I am terrible at characterisation, but honestly these guys felt like pawns to the story and didn't feel realistic or relatable. 

So the world, again, very unrealistic. I grant you mapping is hard and the rtp is limited, but I just have no idea where I'm supposed to be. Everything seems to be used a little randomly. That idea follows onto the story. I got a real sense that you were making things up as you went along. There's just no sense of logical progression, no explanations, just here we need to do this, omg we ended up here. I'm not judging you here, my first two games went the exact same way. I had a tight deadline and just leapt in instead of outlining anything, but your story is your core and it really can't be ignored. 

The battle with Lucille, I just hated it. I'm sorry. Sure, if I actually liked turn based battles I wouldn't be so bias against it, but I don't think anyone will enjoy battle after battle after battle. There's no sense of achievement or reward, you just keep jamming the same skills over and over again. The battle HUD is too long and empty, you really need to use something like Hime's Actor Battle commands and hide empty slots to save the player scrolling through forgetting that it's just a useless command. I have absolutely no idea why you removed skill and item descriptions. There's no advantage to your player not knowing what they do, and I don't think anyone will say 'ooh it's a challenge' really it's just an annoyance. I have more to say about the skills you used later.

After that, we jump straight into the Lamia guards. They don't seem to be able to even do any damage? At this point, I was just screaming to actually get on with the story, which we did, for all of two seconds. I'm like 22 minutes into the game, and only about 4 of them have been out of battle. When I saw how long the Lamai's health bar was, and how little damage we actually did, I just had no willpower left to continue with this game, and quit. The two worst things you can do in battles is either balance them badly (which you managed to avoid for the most part) or to make them feel like a chore, which is really what you end up with by going back to back with battles.

Now for some other things I noticed that could be improved on.

If you the fadein/fadeout screen commands, you'll be able to avoid the screen popping up on an empty desert for a few seconds before we transfer to the first map.

You don't need the statue save point given that saves can be done from the menu. If you want to take saving via menu out permanently, you need to go into the database, system, and uncheck save from the menu commands. For temporary access, you can use the change save access command underneath system setting in the third page of event commands to toggle it. Save points are one of those things people tend to think they need, although a lot of the time it doesn't fit the games genre, and it can really serve to have people leave your game early if they die and lose a lot of progress, then can't be bothered continuing. Please give it some proper thought  if you're choosing this.

After the berry cutscene, Warren doesn't return as one of my followers which looks odd.

Onto the skills, not really sure what happened, but after dying once in the ultra Lucille battle, and having 100 TP, Warren couldn't use his ranged attack, and his normal attack did 0 damage, so he was really useless. Lucille also has the exact same skills as we do, which makes the battles even less interesting. The point of a new party member is not just an extra turn, they bring their own set of skills and talents which make them valuable as a member and interesting as a character. 

Your grammar can be a bit shaky. Although you've generally done well for proofreading, there's an error in your very first line which immediately makes your game look untested. Hopefully without the rush of IGMC deadline, you'll have more time to polish through the dialogue. 

You could really do with stripping the project a little. Those unnecessary pictures and audio are bulking up your file size. You also left all of your character creator files in and the .png of your motivation for this project which made me lol. 

Out of everything, experience is the best tool of a game dev, and there's really no way around it. We all make a ton of shit games. Behind any dev with their successful release, there's a bunch of embarrassments that have been swept under the rug. But, those bad games can be the most valuable ones of all. Failing, learning from that, and finding the strength to carry on is what shapes us.

So my advice to you is really to immerse yourself in the rpg maker community a bit more. Play loads of peoples games, tell them what you liked, what you didn't. Feed on their success and ideas, learn from what you recognise as mistakes. If you're lucky, some of them will return the favour and review your games too. If you don't want to play them, you can watch let's plays, but make sure to watch a few people so you can get a good range of opinions. You're never going to please everyone, but if you can find your audience and niche, you might have an easier time figuring out what's good and what needs a change. Hope this helps, and happy game making!