This is immensely helpful feedback, thank you so much! Let me know if you ever need a playtester for any of your games, I'd love to return the favour! :)
Yozoraki
Creator of
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I'm a solo developer and I've been working on a non-linear RPG with minigame-style combat for the last 2 years, and today I'm releasing the first public demo of my game!
The demo features the first hour+ of the game and should give a good idea of what the rest of the game will be like! The full game is set to release in Q3 2023 and is available to wishlist on Steam.
Play the demo for free here > https://yozoraki.itch.io/nagayami-nights-demo
The game is still a work in progress, so if you have any feedback then let me know because I still have time to change things for the better!
Thanks, very happy with how that animation turned out! Mac has a bit of Sans vibe to him especially with the pixel art glowing eyes and grin, but you’ll see he’s different in personality- much more stubborn and grandiose.
Personally, I enjoy quizzes but I know some people don't so I made sure from the get-go that it would be completely optional- players can just choose the HYPE option instead for a pure RNG-based bonus and quickly get back to the battle. My hopes would be that players mainly opt for HYPE and occasionally use QUIZ because I want it to always feel like a risk (high stakes make for an exciting quiz). It'll have some of the most powerful buffs in the game but the wrong answer HP loss penalty with no option to heal will get players to think twice before using it.
I see your point in questions getting stale, and I plan to avoid this by adding *tonnes* of unique questions that are slowly added as the game progresses. I’ve made the system so it’s really easy to add new questions and test them, so I’m thinking it’ll likely get to about 5000 questions of varying difficulty, far more than the player would likely ever see. Also some of the questions will read player data for unique answers (e.g. “How much damage did X do on his first attack this battle?” or “What was the last resource you picked up?”)
Your idea for active problem solving questions is also really interesting and something I’d never thought about, but certainly possible! I have a bunch of “whos that pokemon?” style silhouette questions for characters and enemies already, so spot-the-difference/short-term memory image based questions wouldn’t take much more effort to implement, and that could add a nice bit of variety! Thanks for the feedback :)
I'm installing GMLive for the first time on v2.3.7.474.
Whenever I launch my game I get a list of missing functions-
Function missing: video_pause
Function missing: video_resume
Function missing: video_enable_loop
etc...
Then I get this error-
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object <undefined>:
Variable <unknown_object>.time_source_state_stopped(102249, -2147483648) not set before reading it.
at gml_Script_live_preinit_init_consts (line 73) - l_gmlConstValues=[undefined,pointer_invalid,pointer_null,path_action_stop,path_action_restart,path_action_continue,path_action_reverse,pi,NaN,infinity,GM_build_date,GM_version,GM_runtime_version,timezone_local,timezone_utc,gamespeed_fps,gamespeed_microse
############################################################################################
gml_Script_live_preinit_init_consts (line 73)
gml_Script_live_preinit_api (line 429) - live_preinit_init_consts();
gml_GlobalScript_GMLive (line 4079) - live_preinit_api();
Rewards that affect overworld abilities is a great idea for a workaround! I’m yet to fully decide on how shortcut unlocks work so I’ll definitely keep level up rewards in mind going forward!
I haven’t written about it yet, but there are resources you can collect throughout the overworld to upgrade your base, and maybe a random one of these with every level would satisfy the need for immediate reward.
And now I’m thinking about it more, maybe there could be a reward wheel that you can spin each level-up with varying rewards in 20 slots that slowly get reduced as you level so you’ll always get all rewards by max level- then I can add things like ATK+1 so you sometimes get that immediate amazing reward but I can still keep numbers low!
I’m coming up with this as I’m writing so it’s a bit all over the place, but there’s definitely something here!
Really appreciate the support! :)
Interesting! I’d never considered ghosts jumping across objects, but it could definitely work! Players have to revisit areas often enough that something like an event where ghosts you previously encountered start jumping to other objects could be cool.
I completely agree, and considering Pokemon’s approach is a big part of how I arrived at my solution. Just like stepping into the grass in Pokemon, I want the player to feel like every battle they start is due to their actions, whether that’s because they didn’t see the hidden ghost and got ambushed or triggered the battle on purpose to progress.
Game has a lot of charm and there were no bugs in my playthrough. Overall it's fun but a little short and missing a few features (listed below), I finished it in under 20 minutes. I wouldn't say it's worth this price point in it's current state, but I'm always happy to support an indie dev who clearly has a passion for game making and if my purchase will go towards future projects then it's worth it for me. Look forward to seeing what you do in the future :)
Needed features-
-An explanation of the controls somewhere in-game or in the menu
-Background music, even just free Kevin MacLeod stuff would do
-Sound effects you used are good, but could do with a lot more.
-The colours puzzle was a little fiddly. I'd suggest changing it to buttons that change the colours instead of pushing, but if that's not possible then just a simple sound effect letting the player know when it's hit the right spot will help.
-Finding the cutters took a while, give the sprite an animated sparkle or something so it's easier to spot
A prologue seemed like the most logical choice to me, and your reasoning definitely mirrors my own so it’s comforting to hear you came to the same conclusion.
Love the idea for your title, a great example of what I appreciate when making a title interesting!
Appreciate your support! I’ll be keeping an eye on your stuff too! :)
Very cool what you've managed to create within such limitations! It's a little repetitive but I had fun just placing tiles and making it look nice. My total score would sometimes flip to a negative number, so maybe a bug? It was -28000 and then when I got to 30000 it flipped back to positive. Had a lot of fun with it, great job!
Fun, feels good to play and the visuals and audio give it a great atmosphere. The game doesn't evolve at all with newer levels, but it kept me entertained enough to get to the end. The platforming needs coyote time if it were to become more of a platforming heavy game. Has a lot of potential! Great job!
I had a blast with this for the first two rounds then it became a hectic mess haha. If I could change one thing, I would say add multiple entry shoots for the requests. I would drag a dice and by the time I got there another one was on top of it, to which I changed up my strategy and dragged the cards out to the middle of the table before adding dice which worked for a round, but when the table got full just dragging a card over would hit a dice and clear it. By the next round I found the best strategy was to just throw the cards on the pile of dice and hope for the best hahaha
Maybe a short startup round of like 20 seconds to sort the dice/table layout before requests start coming in each round would be cool.
I had fun with it though, and the writing was really entertaining. Great job!
Very nice polished game. I love the steady introduction of new mechanics and ideas, and personally I love the limited moves design choice, it helps me narrow down the puzzle to actually be fun to solve instead of flailing around hoping for the best. The visuals and audio are excellent, and the butt-side up finish got me good haha Great job!
Interesting concept and really polished execution. Very difficult but the short levels make it not feel so punishing. The red side is a bold design choice, but really keeps you on your toes and focusing on that main spinning mechanic. I tried both the web version and download, and the download version did feel a little better to play. Great job overall!