Thanks for playing! Yeah, this jam game is a short slice-of-life segment featuring characters from my game, so you won't be able to understand everything without playing the main game. And yeah, I'll keep in mind more that for many people it takes more time to get comfortable with the minigames.
rpgLord69
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Oh, I downloaded this before it was disqualified from the jam and played it too before realizing it. Anyway, I liked this better than a lot of the other jam entries. The music and tempo of the game was nice and the story was interesting. Some enemies were a bit annoying to kill on the map though and the combat balancing could do more work. I was totally destroyed when trying to fight the birds on the cliff stairs.
Cool. I've played so many jam games that I don't remember that clearly anymore, but I think it was the fact that there were some spelling and grammar mistakes and those combined with the light style of the game/dialogue made the dialogue feel a bit hastily done. And maybe some spots that "didn't land" with me, but that's kind of subjective.
The dialogue felt kind of "abrupt", like it was just jumping forward to next scenes. There were some graphical peculiarities, like different styled enemies, for the flying unit the weapon animation appeared below the battler etc. The srpg battle was done good enough, but my characters felt way overpowered at least for all the fights I played. Like it wasn't in fire emblem where I have to be cautions not to bring X unit too close to a certain type of enemy. Needs more work/balancing/polish in my opinion.
Really nice, calming presentation. Like the sprite animations and the flowers swaying in the wind. Music is basic RPG Maker though. Story wasn't my type of story, so won't comment much on that. There were some passability tile errors and when I had picked up all the vegetables and put them in the stew before feeding the pig, I think that locked me out of advancement, so I had to load to advance story.
I really like the character models and the movements look fluid. However, the camera not automatically shifting (unless I misunderstood something) was annoying and playing with keyboard+mouse wasn't easy. The races themselves and the effects in the race were also kind of plain, though engaging enough for the couple of runs. Anyway, nice stuff!
Fun vibe and nice presentation. I like the sprites and colors. Though for this kind of game some funny enemy death animations would be good, but a lot of work of course. I would also make the player sprite turn toward the direction you're shooting. The gameplay works well, but can be a bit difficult without a controller. In the end I was rushed with a crazy amount of enemies, which made it too chaotic for me. I managed to beat 1st stage of Therese etc, but died after it became harder.
Cool, fun and impressive entry! Great job on all the different mechanics in such a short time. I too liked the variety of the dodges, but I think the 'dodge X' text appeared/moved too slowly, it took some fluidity out of the game. The 'sokoban' thing puzzle also felt too easy almost all the time and then almost impossible at times. The dialogue could also use some edits in some places. And don't know if it's just me being dumb, but I also couldn't figure out what the 'dodge at the end of the line' in death meant. Anyway, great job!
Thanks for playing and making the video!
The key with the big arrow is the SHITF-key. It's been causing multiple people confusion. In hindsight it's understandable, but I wasn't even thinking that it could cause so much confusion, as its one of the few basic RPG Maker keys and the icon for it is different than the arrow key icons.
The idea of playing in different worlds, where things change depending on your actions(?) is good. The high tower certainly looked unique, but the mapping in the game has tiles placed too randomly. The dialogue could also use editing. However, the biggest problem is the combat balancing. Once I got new equipment, many enemies were dealing 0 damage. The first world final enemy had one attack that did a lot of damage, all else did 0. There was some skill that was supposed to hit all enemies but only hit one. And I think the hero had several skills to boost allies, but was the only character. It also seemed like your basic attack did more or at least almost the same damage as spells.
Played this for some time. Fits the theme and has its own vibe going. Don't know about the balance though. Like I put points in attack and defence and basic enemies did only 1 damage to me and I killed them with basic attacks. The bosses were a lot harder then, but killed one with basic attacks (using heal skill in the middle). The other one would have required some skills to use probably, but yeah, I think it could use work in balancing stuff. Also, sometimes when running through the "dungeons" most of the stuff you encountered was chests/merchants/random events, instead of combats...but maybe that's a design choice.
Seems impressive for RPG Maker, but still the gameplay itself felt a bit "janky" and it was too confusing for me at least in the beginning. Like suddenly all the floors vanish, it seemed hard to dodge the projectiles, sometimes hitting a wall seemed to kill me(?) and sometimes the sprite "glitched" when being very close to the walls. At the start you could also multi-jump endlessly and use your arrow to go up. The presentation is nice, kind of Limbo-like.
Presentation is nice and unique. The map is large enough to cause sense of exploration and wonder, but personally too big for me. Not being able to save anywhere is also annoying for me and causes backtracking and kind of a fear of taking on new enemies. The resource mechanics is a nice touch, but not too complex.
Solid puzzle game with some fun voice acting. I liked that the puzzles where varied, even though a lot of them were familiar ones. I wasn't at the greatest puzzle solving mood, so I only played up until I hit the room where you had to flip around those arrow tiles and gave up :D I'm not 100% sure but was there a key to skip a level (without dying multiple times)? If not, maybe add that?
The presentation and music is great and story seems interesting, but in my opinion you need to redo the controls and add controller support. Maybe I'm clumsy with fingers, but with first enemies rushing/jumping/teleporting/camouflaging(?) it was too annoying trying to use WASD/mouse and then having to use your little finger trying to press shift to run or space to roll to evade attacks. Also, is it said in the game that 'e' is like action button? In the controls readme it says that it's a 'proceed' so I missed it at first and had to use enter which was annoying. Also, I think in the controls readme the mouse buttons are explained wrong(?)
Nice presentation and atmosphere. The fact that almost all enemies moved at the same speed than you and you could evade them took out the fear factor a bit. Also in the battles the evasion increase was quite powerful, I could defeat the monsters just by always keeping my evade up and beating them for many turns. You were maybe hit 1-2 times in the process. That was maybe even better strategy (though tedious) than firing your gun a couple of times and taking damage in between. I can understand why there's no sprint, but if I had to backtrack it became quite tedious. I like that the area was large, but at the same time I'm horrible at remembering locations. In the end it appears I was missing some item when the timer appeared.
Tried the game. There was no sound, the buttons were only shown for controller, so I had to guess them for keyboard. When I open/close the folder the black text stays on screen after closing it. And after I advanced once, I couldn't do anything anymore. I tried hitting action everywhere but nothing happened. And when I tried to select next day nothing happened. Couldn't leave the room left/right. So unless I'm missing something, it appears to be unplayable at the moment. At the very least it's confusing for new player.
Great presentation, but like mentioned, the gameplay is not all ready and it lacks polish. Can be really nice little project when ready and finished. I'm not sure why you won't allow movement with arrow keys though? Like it's a bit annoying to have to click and move the character to face the dudes you want to talk to, like you have to go back and forth to face them. At some point in the train "station" I think I also encountered some bug where the use graphic got highlighted and stayed like that and then it didn't seem to register talk etc.


