I tried normal and phew, this certainly was hype: I was followed by a conga-line of minotaurs to the throne with 6hp left and no cure herbs. Thankfully you heal between maps, so I actually managed to beat the general.
I'm not 100% familiar with this genre either, except literally 10 minutes of Shining Force 2 and the occasional aborted Final Fantasy Tactics playthrough. I think my first angle of going further here would be to add more units to control for the player, and not just an ally (unless that was the whole idea, one player character and the rest is all npc allies, I think that could work too with some tweaks and more focus on abilities maybe). Also, I think you already mentioned it below, but I think a tutorial could help as well, for example I didn't realized there were chests that could be opened (I went to one but must have missed how to open it somehow).
I liked the music a lot in this, the tracks were all great. And like I mentioned, it was very hype for me, it had me hooked, great job there!
Thank you for playing. Unless there is a bug, the player should start off with a bunch of healing items with the chests always having a healing item. I need to add a real intro and tutorial to the game which I will probably do next. More Allies will be added later on in development, the ally the player starts with on the first map I want to make a fully playable Ally in the future. I'm very happy you enjoyed it!
I don't think I've ever played anything in this genre before so the UI and control scheme felt very confusing to me at first. I only used the mouse though because I don't know the default RPGM controls either. But after clicking around wildly at everything I got the gist of it.
No fullscreen option? Or option to increase the window size at least would be nice.
The ally stopped at the entrance where the first skeletons are, I don't know if its intended or not.
Opening the western most chest caused the one east of it to look like it was opened as well. But I could still go there and loot it.
It doesn't seem all that interesting if you only have one unit, but I assume you'll have lots more later. So this would be an ok start.
It seems a bit odd to me that you can't attack at all with a big mech if you break your weapon. I stopped playing while looking through the chests after a new weapon but got boxed in by enemies, whoops. I probably shouldn't have killed everything I saw I guess.
All in all it seems to work well and if you keep working on it could turn out good.
I'll look into it all, the chest bug is 100% not intended, thank you for playing. With the way the game is coded, a weapon is needed to attack or defend and I didn't want to make a weapon that never breaks since it removes some strategy, but I should have made it where enemies had a chance to drop items. I'll keep working on it.
The graphics and sound design are very good! I don't play this type of game often, so take with a grain of salt, but I ran into a few frustrating things:
1) Escape should not quit the game, that's a classic pause button
2)The UI was confusing until I figured out `Z` and `X` were select and go back. I would leave a "go back arrow" in every new window that opens.
3)I couldn't figure out how to attack the snipers, I don't know what strategy I would have needed to make it to the dungeon
Thanks for playing. I really like that you made a video.
1. I'll try to change that or add in another way to add a pause button.
2. I should have had an actual tutorial for that.
3. Snipers only move when close to them, so you only have to deal with two snipers when entering the dungeon and the player starts off with healing items. If the player explores on the first map, they can find a secret shop that gives the absorb skill for free which allows players to get some HP back with each attack. Then the last four snipers near the binker entrance can be ignored if the player sticks to the wall when moving.
I made it through the first map. It was really confusing at the start, because I didn't know that you are not supposed to control the titan mech, and have to dispatch your unit first.
I'm not really knowledgeable in the genre, but it seems like it's mostly feature-complete. Because of the visuals I got some RPG Maker nostalgia, but that's not exactly a good thing.
Thanks, the game uses a good amount of pre made assets for stuff like the UI (not all of it) and battle backgrounds that I have to replace in the future which is why it has that feeling of RPG maker. Mostly didn't have the time to make my own assets for those things. I should have added more for a tutorial. Thank you for playing.
Comments
I tried normal and phew, this certainly was hype: I was followed by a conga-line of minotaurs to the throne with 6hp left and no cure herbs. Thankfully you heal between maps, so I actually managed to beat the general.
I'm not 100% familiar with this genre either, except literally 10 minutes of Shining Force 2 and the occasional aborted Final Fantasy Tactics playthrough. I think my first angle of going further here would be to add more units to control for the player, and not just an ally (unless that was the whole idea, one player character and the rest is all npc allies, I think that could work too with some tweaks and more focus on abilities maybe). Also, I think you already mentioned it below, but I think a tutorial could help as well, for example I didn't realized there were chests that could be opened (I went to one but must have missed how to open it somehow).
I liked the music a lot in this, the tracks were all great. And like I mentioned, it was very hype for me, it had me hooked, great job there!
Thank you for playing. Unless there is a bug, the player should start off with a bunch of healing items with the chests always having a healing item. I need to add a real intro and tutorial to the game which I will probably do next. More Allies will be added later on in development, the ally the player starts with on the first map I want to make a fully playable Ally in the future. I'm very happy you enjoyed it!
I don't think I've ever played anything in this genre before so the UI and control scheme felt very confusing to me at first. I only used the mouse though because I don't know the default RPGM controls either. But after clicking around wildly at everything I got the gist of it.
All in all it seems to work well and if you keep working on it could turn out good.
I'll look into it all, the chest bug is 100% not intended, thank you for playing. With the way the game is coded, a weapon is needed to attack or defend and I didn't want to make a weapon that never breaks since it removes some strategy, but I should have made it where enemies had a chance to drop items. I'll keep working on it.
1) Escape should not quit the game, that's a classic pause button
2)The UI was confusing until I figured out `Z` and `X` were select and go back. I would leave a "go back arrow" in every new window that opens.
3)I couldn't figure out how to attack the snipers, I don't know what strategy I would have needed to make it to the dungeon
Would love to see more of this, keep it up
Thanks for playing. I really like that you made a video.
1. I'll try to change that or add in another way to add a pause button.
2. I should have had an actual tutorial for that.
3. Snipers only move when close to them, so you only have to deal with two snipers when entering the dungeon and the player starts off with healing items. If the player explores on the first map, they can find a secret shop that gives the absorb skill for free which allows players to get some HP back with each attack. Then the last four snipers near the binker entrance can be ignored if the player sticks to the wall when moving.
I made it through the first map. It was really confusing at the start, because I didn't know that you are not supposed to control the titan mech, and have to dispatch your unit first.
I'm not really knowledgeable in the genre, but it seems like it's mostly feature-complete. Because of the visuals I got some RPG Maker nostalgia, but that's not exactly a good thing.
Thanks, the game uses a good amount of pre made assets for stuff like the UI (not all of it) and battle backgrounds that I have to replace in the future which is why it has that feeling of RPG maker. Mostly didn't have the time to make my own assets for those things. I should have added more for a tutorial. Thank you for playing.