Great game, fluid with fun music that suits the tempo. I like the art and sound fx, its super cute and has a unique style not often seen.
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Marmoreal's itch.io pageComments
Playtest (no commentary):
This was fun! I tried the game at an older demo day, but that was a couple years ago.
The cutscenes are cute and the first level is fun. It's a nice way to introduce all the characters. The game itself is also pretty unique; feels like an MMO combined with bullet hell. I'm not into the grindy, loot-based gameplay of those types of RPGs, but plenty of people enjoy that, and I think it's a sensible combination. The bullet hell aspect prevents it from feeling mindless.
There definitely should be more feedback for when you get hit (sound and vfx). Maybe a timescale slowdown too, so you can react to it. The difficulty is fine, but I found that I took damage without noticing it sometimes. There might be balance issues with the characters as well - the fire girl seemed like the easiest to use, and the crossbow girl's RMB attack felt risky because the charged version just makes her leap into harm's way.
I'd also suggest changing the main dialogue font. Right now it looks generic, like Arial or Helvetica or something. Funny enough, it actually looks soulful in the sense that it looks like a Japanese game where the localizers didn't spend much time figuring out a good font for English. But yeah, any lesser-known sans serif font should be fine... maybe even Lato (the one used here on itch).
Overall pretty solid gameplay, and the Touhou vibes are strong.
Played it and was not expecting this. At first I thought it was a poorly made unity project just to test things up. But as I pursued, I got the goofy aspect of it and loved it. The combat is fluid and flows well, and it got me when the red team got introduced. The quick and goofy humor got merged me into the gameplay. Also that fight against the necromancer really shows what the game is capable of in terms of bullet hell, I think this needs to come quicker in a commercial demo. The initial tutorial almost got me out of the game, but I understand it makes sense story wise. The gameplay was in the end satisfying enough that I pushed through, and it's not my typical kind of game. I'll drop some remarks in no particular order : - some spells have nice feeback wich creates a sufficient mix for what looks smooth/loose in comparison - spells explanation in tutorial was clear - stasis spell is very cool
- some inputs lack animation reactivity*
- too zoomed in
- the E spell sound plays in loop if you pause
- item dropped are too small
- the stasis tutorial part did not clicked with me at first, I thought the demo was over despite me freezing the rock. Reloaded the level via escape and got it the 2nd time (note the first rock did not respawn)
- one enemy spawned out of the zombie square, when you fall after the big crystal
- the same happened further after the 2nd blue character is playable
- dodge seemed too wide at first, I got used to it, did not try the Shift dodge too much when I found out
- dialogs between 2 characters need a highlight of some sort sometimes to better know who's talking. Name is not enough I found. It's much clearer when the portrait changes in one spot, or when the dialog box changes color.
- music at some point was hiding the SFX too much, there was no ducking
- HUD needs clarity and an art pass imo
- boxes to break takes too long to break to be fun
- could not slide the wall in some place (pic joined)
*I went past all the imprecision in the gameplay at some point because the necessary was there, and the style of narration/presentation makes it justifiable
Thank you friend! I'm glad you liked it! I will do my best to improve!
>some inputs lack animation reactivity*
Yeah, I definitely need to add more of that.
>too zoomed in
This is something I've heard a lot, I'll either zoom it out in general or add an option for zoom levels
>the E spell sound plays in loop if you pause
>item dropped are too small
Good to know, thanks
>the stasis tutorial part did not clicked with me at first, I thought the demo was over despite me freezing the rock. Reloaded the level via escape and got it the 2nd time (note the first rock did not respawn)
I noticed that in GDesecrate's stream as well. I'll need to make thing clearer.
>one enemy spawned out of the zombie square, when you fall after the big crystal
>the same happened further after the 2nd blue character is playable
Same thing here, I'll need to look into that.
>dialogs between 2 characters need a highlight of some sort sometimes to better know who's talking. Name is not enough I found. It's much clearer when the portrait changes in one spot, or when the dialog box changes color.
Yeah, not super happy with the portrait system. I'll try to make it better.
>music at some point was hiding the SFX too much, there was no ducking
Ducking?
>HUD needs clarity and an art pass imo
I can't really into art, but I'll try to make it clearer somehow
>boxes to break takes too long to break to be fun
Roger that!
>could not slide the wall in some place (pic joined)
Thanks, I'll look into it!
Ducking would be the music getting a lower volume when an SFX, or succession of SFX gets played. A priority level on the SFX that acts on a mix. Not necessary if the base mix of Music and SFX is properly done. But in my playthrough, the SFX downed under the Music that was itself too loud in my opinion (Necromancer).
The Books Arcana is carrying dissappear when she casts the protection right before the escape after the necromancer fight.
when the elevator arrived, the chain for the other half keeps spinning, is that intended?
Blue mana sprites in the river deal no damage.
When you charge arcanas secondary fully and enter a cutscene, sound keeps playing.
Had the feeling it started to lag after a while, but might be just my imagination.
Arcanas staff charge didn't show correctly a few times.
After the Cutscene that I had to close the big rift, arcana stood where here corpse was supposed to be.
Its very hard to see during the later stages of the Penelope fight, but it is a fun fight, was the first one where I really saw a benefit to switching between allies instead of using them as a kind of meat shield.
Didn't bother with the expeditions, those looked like Sidemissions to me, and I already spent 2 hours in this.
The minimap in the Forest is offset by a bit, it doesn't align well.
Wish the Camera was zoomed out a bit more, most of the Time most enemies seemed to be firing from offscreen.
During the overview of the Area before the Penelope fight, when she opened all the Rifts, the stacked Tree parts were really pretty to look at. That map is a lot more interesting then the Forest, but I wish I was able to jump of the stairs/high platforms that have no border around them, it feels odd being blocked by an invisible wall there, only to have to move 1m around or something.
Overall pretty enjoyable, had me engaged the whole Time. But why is everyone picking on Octavia?
>The Books Arcana is carrying dissappear when she casts the protection right before the escape after the necromancer fight.
Guess I'll need to do something about that.
>when the elevator arrived, the chain for the other half keeps spinning, is that intended?
Yes, the other elevator is the one carrying the Melkiri who arrive during the boss fight.
>Blue mana sprites in the river deal no damage.
Good to know, thanks!
>When you charge arcanas secondary fully and enter a cutscene, sound keeps playing.
I really need to fix this at some point.
>Had the feeling it started to lag after a while, but might be just my imagination.
It's definitely possible, it's not super optimized.
>Arcanas staff charge didn't show correctly a few times.
Yeah the cursor is a bit wonky at times, I need to fix it.
>After the Cutscene that I had to close the big rift, arcana stood where here corpse was supposed to be.
Good to know, thanks!
>Its very hard to see during the later stages of the Penelope fight, but it is a fun fight, was the first one where I really saw a benefit to switching between allies instead of using them as a kind of meat shield.
Yeah, I need to make things a bit more readable. Glad you liked it though!
>Didn't bother with the expeditions, those looked like Sidemissions to me, and I already spent 2 hours in this.
Yeah, they're basically endless procedural dungeons if you wanna keep playing after doing all the story missions.
>The minimap in the Forest is offset by a bit, it doesn't align well.
Yeah, the minimap is still from the older version where there were blockier instead of smoother treelines.
>Wish the Camera was zoomed out a bit more, most of the Time most enemies seemed to be firing from offscreen.
Yeah, I'll either just zoom it out overall or add options for zoom levels.
>During the overview of the Area before the Penelope fight, when she opened all the Rifts, the stacked Tree parts were really pretty to look at. That map is a lot more interesting then the Forest, but I wish I was able to jump of the stairs/high platforms that have no border around them, it feels odd being blocked by an invisible wall there, only to have to move 1m around or something.
Thanks! I'm gonna rework the Forest level at some point, it's the oldest level I have in the game. The game is technically in 2D, so idk if I can add jumping without it being weird. Also accidentally going off could be annoying.
>Overall pretty enjoyable, had me engaged the whole Time. But why is everyone picking on Octavia?
Thank you friend! Glad you liked it! Octavia and Fiera are sort of rivals so they both pick on eachother. Vania throwing Octavia wasn't to be mean, it was a valid strategy and it worked!
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