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zelosq

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A member registered Oct 01, 2017 · View creator page →

Recent community posts

(2 edits)

Man, hearing this from you guys is really uplifting! Happy to see the spottings are appreciated!

Also appreciate Chris thinking out of the conventions with how the start menu works real-time to what happens in the overworld map!

Will continue to test Demo Builds regularly and give you feedback! Keep up the amazing work!

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Hey there wonderful people of Neo-c Productions! Before I start my third bug report, BIG shoutout to Mike and Nathan currently putting so much time into clearing out issues and bugs recently. Seriously I adressed some issues here on the itch page and kept up with the build updates those past few days, and I'm almost 100% sure at 9 am (CET) today (11th October), the Build was 03-3, then went up to 03-4 this afternoon (around 2pm-ish CET) and went to 03-5 until I came back home from work. You guys are AMAZING!

So right off the bat, before I address issues I noticed on the 03-5 build, first some things I positively noticed in it. First, and I mean HOLY SHIT, you guys, like, immidiately worked in some sounds for blocking Ballug's Rollover! One HAS TO appreciate just how immidiately you react to requests and issues! You're my heroes!

Allright, second, I really like the work that has been done on the UI (especially the pause menu). Makes the experience much smoother. Also being able to use items in the overworld map is highly appreciated!

Well, time for the less pleasant part, pointing out the problems. Here goes:

#1 BUG: An issue I addressed in my last post, which is Flamey being able to trigger 'Vulcan Rocket' even if Alpha is down. Tried it again today, this time with Alpha being alive and Flamey being down. Problem doesn't seem to have been fixed yet. Of course, one step at a time! Just something that needs to be addressed! (This was posted at 10pm CET, reffering to the newest Update on the Kickstarter page, is it fixed?)

#2 SOUND: Sometimes the charging sound, when Ballug's Rollover iniatiates, sporadically doesn't trigger. Same for his selfbuff (forgot the name I just had it in my mind a second ago..). Have not yet clarified if this is a reproducable bug, will try coming weekend.

#3 GLITCH (?): Sometimes when you speak to the friendly mushroom NPCs the speech Icon (the red bubble with 3 dots) won't dissapear. When I entered a battle after speaking with the first NPC, having this issue, the bubble would still be visible up until the player characters were visible in the battlegrid. Should've made a video out of this, but will have to give it more tries to trigger this issue again. Hence why I titled this a glitch. Just an assumption, maybe sometimes the bubble's dissapearance doesn't trigger properly after NPC dialogue is finished? Or maybe the icon object clings on the screen?

Other than that, this Demo Build plays amazingly and the new skills work like a charm. Have yet to encounter any bugs from these.

Considering doing a little Test Run on the Demo like KaggyFilms to promote the game and spread the word. I'm a german Let's Player and admittetly my range and fanbase is very little compared to many others, I'll try my best doing it in english anyways! :)

Great work so far on the developing process and until next time! Cheers!

zelosq

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So I checked out the TOME RPG Demo_03_2 and was pleasantly surprised with the gameplay adjustments done so far! Triggering magic cues feels way more natural and the visual feedback of effective and non-effective moves is way better than before! Again, I added a video to this so that it's easier to reproduce the problems.

I still stumbled upon some problems while playing the demo. Hope I don't come off as a douche exploiting such things....well, off we go:

#1 Gameplay Issue: Whenever you block the Rollover attack of those Ballug enemy monsters there's never any sound effects. Blocking the attack would feel way more rewarding and satisfying with addition of some sound effects during the blocking process. Other than that, the mechanic works great!

#2 BUG: While playing, I thought to myself "Can Alpha or Flamey even use Vulcan Rocket when the other is down? So I let Alpha be killed by Dumplin's and Puddin's Team Attack and tried using Vulcan Rocket as Flamey. Strangely the attacked could still be pulled off. This raises two issues: 1. Alpha's turn (even when down) could be used for the team attack. 2. Team Attack shouldn't be executable if one of them is down!

So far only tried this when Alpha was down, but I suspect this issue being reproducable when Flamey is down and Alpha executing the team attack. May be an oversight with executing condition, but a bug nontheless.

#3 Sound Volume of Kirbopher's Energy Cannon: Whenever you execute Kirbopher's Energy Cannon on multiple enemies the sound effects also trigger as many times as there are enemies. This in itself isn't an issue, but the sound volume from each shot stack and are very loud in the end. Could you tweak the volume of those sound effects to be a bit more quite?

#4 Aggressive Mobs can trigger battles during Start Menu: Another thing I tried out because of curiosity, but if you open the start menu while aggressive enemies are around (i.e. those Hornet enemies in area 2) they will approach you and trigger a battle. As I can imagine, TOME RPG is an emulation of a MMORPG so there is technically no 'PAUSE' button....so my question is rather: Is this intended? May as well be a design choice.

#4.1. Party members pushing you into mobs: Kind of a continuation of #4.  As you notice in my video during #4, party members (i.e. Flamegirl) pushes me towards the hornet enemy monster. Again, intended or game design decision? Actually this issue makes me feel way too nit-picky...but I believe it would be good if party members wouldn't be able to push you on the overworld map.

#5 Party members won't warp together with MC: It's a known issue, but I feel like the party members should also warp when the White Hat Hackers warps to the next overworld map.

#6 Characters popping out of ground after area change: So whenever the party arrives in a new area after a warp their sprites are one level below the ground initially. It feels like a few seconds after arriving in the new overworld map they are stuck to the ground.

Whenever I do a Bug Report like this I feel like such a douche for pointing them out...I still hope they help you address and fix problems easier.

Best regards from your loyal backer,

zelosq

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GAME DESIGN: Don't know if it has been mentioned anywhere else, but whenever a character gets relieved of Paralyze, the textbox shows after the character's turn.

Scenario: Kirbopher got paralyzed in the MatTheorist battle. I suppose there is a certain percentage chance he can't move due to paralyzation, so I could do attacks every now and then. After a few turns  it went like this:

1. Strike as Kirbopher
2. Textbox "Kirbopher is no longer paralyzed" appears on NEXT CHARACTER's turn.

Just putting it out here, wouldn't it make more sense for the textbox to appear before (here) Kirbopher's turn? Can you trigger such events before the turn?

EDIT: Attached the video link for better reference.