nice RPG. will say though that this exposition dump at the police station is totally uncalled for. honestly the worst way to deliver a story to the player. some shot-reverse-shot starwars stuff. if some shit is interesting it should shown to people visually. Like I wanna play a prologue section about some crazed killer escaping maximum security prision, not listen to a fat cop tell me about it
Dont really have time for long rpgs these days, but this would have been right up my ally back when I did! Writing feels good. Feel you managed to give a pretty good run down of Cecel's personality (and he seems to be an interesting MC ) without just lore dumping me at the start of the game. I guess the first conversation with the police chief might .count as a lore dump but its didnt feel like one while playing it.
Always a fan of detective caught up in weird insane shit type stories too.
Writing made me chuckle a few times too. I think the jokes are landing well.
Ran into I think a glitch. Game is in windowed mode. and the text box is running off the screen cause one of the options is too long. Seem it might be intentional though lol.
When the two thieves are stealing the mirror I had the option to run away from them. I succeeded and they where just gone with the mirror still there. Seems like the fight should be non-optional like it was with the first boss.
I got to the part where you need to find the shield pieces. Found the one at the tree, but then died in combat. Im curious if the player intended to grind a bit in this area, or was I just bad?
I liked how when characters are poisoned you show their health outside of combat too.
Fun game! I'll definitely be keeping an eye on this one.
O fuck, thanks for letting me know about the thieves. I had intended for that to be an inescapable fight, but it seems I forgot to actually make it that way, heh. Uploading a fix as we speak.
A healthy amount of grinding in the forest area is encouraged, as is building a steady team and fusing your monsters to ensure the widest possible move coverage. And yeah, that text box is intentional -- the joke's supposed to be that he's giving an overly long shpiel
Glad you liked the demo! It's interesting; not many people have told me they got to the castle, and fewer still have reported defeating the king. Maybe my demo's a bit weighty for a demo. Well, that's fine by me -- bigger is better, after all.
I don't play a lot of RPGs these days, so I can't really give a lot of useful critique, but this was fun. The art is very well-done, the music is really good, and the writing is pretty funny. Bit challenging but not frustrating.
so, not sure if that is intended, but my godot folder which stores gamedata for every godot game I play, blew up to almost 7 gig for this game. Can you try the linux version and check the godot folder? I haven't tried the new version you uploaded
This is the first time I've received complaints about the control scheme -- I'm going to add a way to change it. Custom keybindings sounds like the way to go for a project like this.
The mouse support was for if we ever decide to port this game over to android, lmao. It's a bit redundant on computers, i know.
Since I'm receiving a lot of feedback about the difficulty, I might actually need to bite the bullet and change it a bit. At the moment it's up in the air for me exactly HOW i'll go about that. Difficuty settings might be a bit...difficult, but I could try. I guess that's the curse of the game developer: when you playtest your game so much that you master it, you lose touch with the average player.
Thank you about the music, haha. And believe it or not, I actually was going for kind of a Dick Tracy vibe with him.
Anyway, thank you so much for your feedback! Really appreciate it, bro
Nice, clean art. Writing's fun too, made me smile a couple of times. I kind of wish you can rehear some mechanic explanations again. The game also has mouse support but you can't go back/cancel so you have to use keyboard anyways. There's also this weird thing where if you talk to the chief after finding the water guy, he doesn't say or give you anything, no idea if that's intentional.
Also, this doorway. You press up to enter this hallway and you also press up to leave it, which is kinda off.
Oh lord, the doorways. Don't get me started...they've given me more headaches than I can count. I'm still trying to figure out a way to handle them elegantly
Thank you about the art and the writing! My programmer and I are actually co-writing this game, and he made some of the tilesets too, so I can't take FULL credit for either, but I really appreciate it. Mouse support was actually added in case we ever decided to port the game to mobile platforms; probably should've explained that, lol.
I assume by the "chief" you mean the Shroot chief and by "the water guy" you mean Shroseph, right? Well...shit. It worked whenever I did it, but I admittedly made some adjustments to the guy's dialogue right before I distributed the game, so maybe that negated it. Thanks for letting me know.
Yup the Shroot guys. Oh yeah, I completely forgot, but when you first meet Goodhands(if I remember his name correctly) and beat him, mouse controls stop working after the screen flashes white or something. It goes away right after.
also, the Chief's quest not working might explain why so many are having trouble with the difficulty. he gives you a weapon which makes the latter half of the demo a lot more manageable
Wow, amazing. I can definitely see the Earthbound inspiration, yet unlike many other games that try to take notes from it, Mirrored Soul still feels distinct and stands tall on its own. I don't know if this is your first game you've ever made, but if it is, you have real talent. If not, then you have incredible discipline with this medium. Earlier someone mentioned that the game is really difficult, and I agree to an extent. I think a good way to decide starting difficulty could be to change up the beginning option to take the knife from the drawer: perhaps there's multiple small weapons in there and you can only take one or nothing at all, which could let players decide the difficulty on their own. The last thing I want to mention is that the music is brilliant. I particularly love the first boss theme, starting with the baseball jingle was an excellent touch. Great work mate.
The question of "is this the first game I've ever made?" kinda lies in what your definition of "game" is, and perhaps your definition of "made". This is my first serious attempt at a commercial game, but I've been making shitty little RPGmaker projects ever since I was...I think around 8 or 9, and I've always been daydreaming about making games ever since I played my first. Regardless, I really appreciate your kind words. I'm especially glad you like the soundtrack so much, considering that I composed most of it years ago LMAO
And if I ever do add difficulty settings...well, shit, what you suggested is actually a really solid idea. I might run with that. Thanks a bunch.
From the bit I've played, can say that it's clear heaps of effort was put into this, and could really shape up to be the AGDG TRPG ever
Minor thoughts/gripes:
The environments could use some more detail The game is a bit hard It would be cool if your party members followed you I know it could be perceived as copying undertale, but maybe different fonts/stylings for certain characters dialogues? Or atleast dialogue portraits?
Those are my only immediate thoughts.
This game definitely needs some attention. I'm planning on playing it more should my schedule permit. The monster design and dialogue is top-fucking-notch bro, be proud!
I'm definitely gonna be touching up the environments a bit. As for the difficulty, that's something I'm probably not gonna muck about with too much, although I may add difficulty settings somewhere down the line.
Following party members would be neat, but it's not something I'm keen on implementing, sorry -- I know that's a drag, but please understand that this game's gonna feature upwards of 200 monsters, and making overworld sprites for all of them would be a bit of an undertaking for me.
As for dialogue portraits, though, you'll be happy to know that those are already in the works. They're gonna be more in the vein of the GBA Fire Emblem games than Undertale. Look forward to it!
Again, thanks so much for playing my game, and I appreciate your input. You're awesome.
Comments
nice RPG. will say though that this exposition dump at the police station is totally uncalled for. honestly the worst way to deliver a story to the player. some shot-reverse-shot starwars stuff. if some shit is interesting it should shown to people visually. Like I wanna play a prologue section about some crazed killer escaping maximum security prision, not listen to a fat cop tell me about it
you def got a point
Dont really have time for long rpgs these days, but this would have been right up my ally back when I did! Writing feels good. Feel you managed to give a pretty good run down of Cecel's personality (and he seems to be an interesting MC ) without just lore dumping me at the start of the game. I guess the first conversation with the police chief might .count as a lore dump but its didnt feel like one while playing it.
Always a fan of detective caught up in weird insane shit type stories too.
Writing made me chuckle a few times too. I think the jokes are landing well.
Ran into I think a glitch. Game is in windowed mode. and the text box is running off the screen cause one of the options is too long. Seem it might be intentional though lol.
When the two thieves are stealing the mirror I had the option to run away from them. I succeeded and they where just gone with the mirror still there. Seems like the fight should be non-optional like it was with the first boss.
I got to the part where you need to find the shield pieces. Found the one at the tree, but then died in combat. Im curious if the player intended to grind a bit in this area, or was I just bad?
I liked how when characters are poisoned you show their health outside of combat too.
Fun game! I'll definitely be keeping an eye on this one.
O fuck, thanks for letting me know about the thieves. I had intended for that to be an inescapable fight, but it seems I forgot to actually make it that way, heh. Uploading a fix as we speak.
A healthy amount of grinding in the forest area is encouraged, as is building a steady team and fusing your monsters to ensure the widest possible move coverage. And yeah, that text box is intentional -- the joke's supposed to be that he's giving an overly long shpiel
Glad you liked the demo! It's interesting; not many people have told me they got to the castle, and fewer still have reported defeating the king. Maybe my demo's a bit weighty for a demo. Well, that's fine by me -- bigger is better, after all.
I don't play a lot of RPGs these days, so I can't really give a lot of useful critique, but this was fun. The art is very well-done, the music is really good, and the writing is pretty funny. Bit challenging but not frustrating.
Thank you so much!
Awesome job dawg! i like the music pacing with the cut scenes and using a bit from ballgame.mid was 10/10
the dialog is awesome and funny and the combat was juicy
Thank you! I'm pretty sure using the baseball motif in Goodhands's battle theme is gonna go down in history as my crowning achievement lmao
couldn't get the nerd version started
try it out now.
still not sure if it'll work, but I uploaded a new version which might.
so, not sure if that is intended, but my godot folder which stores gamedata for every godot game I play, blew up to almost 7 gig for this game. Can you try the linux version and check the godot folder? I haven't tried the new version you uploaded
The folder is in:
/home/youruser/.local/share/godot/app_userdata
good lord. that's...not good...I knew I was tech illiterate but jesus
ok i'm gonna look into this
ok so the folder just contains the game's save files. christ this is annoying
let's take this to twitter DMs
That's right. SMT clone. Much better.
This is the first time I've received complaints about the control scheme -- I'm going to add a way to change it. Custom keybindings sounds like the way to go for a project like this.
The mouse support was for if we ever decide to port this game over to android, lmao. It's a bit redundant on computers, i know.
Since I'm receiving a lot of feedback about the difficulty, I might actually need to bite the bullet and change it a bit. At the moment it's up in the air for me exactly HOW i'll go about that. Difficuty settings might be a bit...difficult, but I could try. I guess that's the curse of the game developer: when you playtest your game so much that you master it, you lose touch with the average player.
Thank you about the music, haha. And believe it or not, I actually was going for kind of a Dick Tracy vibe with him.
Anyway, thank you so much for your feedback! Really appreciate it, bro
Nice, clean art. Writing's fun too, made me smile a couple of times. I kind of wish you can rehear some mechanic explanations again. The game also has mouse support but you can't go back/cancel so you have to use keyboard anyways. There's also this weird thing where if you talk to the chief after finding the water guy, he doesn't say or give you anything, no idea if that's intentional.
Also, this doorway. You press up to enter this hallway and you also press up to leave it, which is kinda off.
Oh lord, the doorways. Don't get me started...they've given me more headaches than I can count. I'm still trying to figure out a way to handle them elegantly
Thank you about the art and the writing! My programmer and I are actually co-writing this game, and he made some of the tilesets too, so I can't take FULL credit for either, but I really appreciate it. Mouse support was actually added in case we ever decided to port the game to mobile platforms; probably should've explained that, lol.
I assume by the "chief" you mean the Shroot chief and by "the water guy" you mean Shroseph, right? Well...shit. It worked whenever I did it, but I admittedly made some adjustments to the guy's dialogue right before I distributed the game, so maybe that negated it. Thanks for letting me know.
Yup the Shroot guys. Oh yeah, I completely forgot, but when you first meet Goodhands(if I remember his name correctly) and beat him, mouse controls stop working after the screen flashes white or something. It goes away right after.
oh shit, thanks for letting me know. i'll fix that too.
all in all, thank you for your feedback! really useful stuff.
also, the Chief's quest not working might explain why so many are having trouble with the difficulty. he gives you a weapon which makes the latter half of the demo a lot more manageable
sorry it's 600 megabytes guise
Thanks man. Lookin forward to it. Also don't you dare call it an earthbound clone ever again i swear to god
Wow, amazing. I can definitely see the Earthbound inspiration, yet unlike many other games that try to take notes from it, Mirrored Soul still feels distinct and stands tall on its own. I don't know if this is your first game you've ever made, but if it is, you have real talent. If not, then you have incredible discipline with this medium. Earlier someone mentioned that the game is really difficult, and I agree to an extent. I think a good way to decide starting difficulty could be to change up the beginning option to take the knife from the drawer: perhaps there's multiple small weapons in there and you can only take one or nothing at all, which could let players decide the difficulty on their own. The last thing I want to mention is that the music is brilliant. I particularly love the first boss theme, starting with the baseball jingle was an excellent touch. Great work mate.
Thank you so much! I'm so glad you liked it.
The question of "is this the first game I've ever made?" kinda lies in what your definition of "game" is, and perhaps your definition of "made". This is my first serious attempt at a commercial game, but I've been making shitty little RPGmaker projects ever since I was...I think around 8 or 9, and I've always been daydreaming about making games ever since I played my first. Regardless, I really appreciate your kind words. I'm especially glad you like the soundtrack so much, considering that I composed most of it years ago LMAO
And if I ever do add difficulty settings...well, shit, what you suggested is actually a really solid idea. I might run with that. Thanks a bunch.
From the bit I've played, can say that it's clear heaps of effort was put into this, and could really shape up to be the AGDG TRPG ever
Minor thoughts/gripes:
The environments could use some more detail
The game is a bit hard
It would be cool if your party members followed you
I know it could be perceived as copying undertale, but maybe different fonts/stylings for certain characters dialogues? Or atleast dialogue portraits?
Those are my only immediate thoughts.
This game definitely needs some attention. I'm planning on playing it more should my schedule permit. The monster design and dialogue is top-fucking-notch bro, be proud!
Thank you for your feedback, Spoon!
I'm definitely gonna be touching up the environments a bit. As for the difficulty, that's something I'm probably not gonna muck about with too much, although I may add difficulty settings somewhere down the line.
Following party members would be neat, but it's not something I'm keen on implementing, sorry -- I know that's a drag, but please understand that this game's gonna feature upwards of 200 monsters, and making overworld sprites for all of them would be a bit of an undertaking for me.
As for dialogue portraits, though, you'll be happy to know that those are already in the works. They're gonna be more in the vein of the GBA Fire Emblem games than Undertale. Look forward to it!
Again, thanks so much for playing my game, and I appreciate your input. You're awesome.
Yes the point about the overworld sprites is a salient one, lol. That would be insane