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A jam submission

Isekai RPGView game page

A silly fantasy adventure.
Submitted by Team Isekai — 1 day, 23 hours before the deadline
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Isekai RPG's itch.io page

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Comments

Submitted

Thoughts:

Gameplay

Being completely static when swinging your sword really sucks. It's gonna make it really hard to combo - right now, you hit a goblin, it gets knocked back, you gotta stop attacking and reposition. It could be fixed in many different ways; letting the player take a step forward with each swing, having different attacks when moving, or decoupling movement and attacking entirely, but the current state feels bad.

I didn't see any sort of defensive options like blocking or dodging; I'll assume it's just not implemented yet, but they're really needed.

There's a sprint, there's a crouch, but there's no slide when going directly from one to the other. Very sad; sliding is a quick way to make moving around the world more fun.

Aesthetics

I really hope the walk and run animations are placeholders, because right now I'm pretty sure my character's pooped his pants. The player's gonna be looking at them all game, so good walk and run cycles are a must.

The goblins have really harsh shading compared to everything else

For being such a weeby game, I had a real hard time making an Generic Everyman Japanese Dude character.  Neckbeards and greasy ponytails were also notably absent, considering the protagonist's characterization as a nerdy pervert.

One of the posters in the game store had naked boobs on it. Is the game planned to have full nudity? If so, that's more explicit than I'd expected from the game's chibi artstyle.

Dialogue/Story

Why's everyone calling the protagonist "they"? Are you gonna implement female PCs? Even so, I hope you'll add a variable to track which pronouns to use in dialogue based on the player character's gender instead of leaving it as "they", because it feels really unnatural.

All the goblins are wearing panties, so how does the player know which ones are Rose's? Considering the tone of the game, it seems like a missed opportunity to not have a scene where she gets flustered as she has to go into detail.

Speaking of missed opportunities, the dialogue choice prompts are a decent start for giving the player choices, but it seems a bit of a waste when you have regular game systems that could handle some of them; for instance, sniffing Rose's panties or wearing them could be an option from  examining them in your inventory. Likewise, why is peeking on her a dialogue prompt when the game already has a stealth system that you could use? I think letting the player discover opportunities to be a horrible pervert on their own would add a lot to the experience. 


I hope you find some of this useful. 

Developer

Thank you for your useful feedback!

Submitted
  • Impressed by the simplicity of cutscenes working so well
  • A skip/speed read button would be nice for 2nd playthroughs or even first for people who would rather play the action parts
  • If someone is mashing forward, give a decent amount of time before the same button will make a choice for them or don't let it be selected by default until the player hovers over a choice or pressed up/down to highlight one
  • Combat was really bare bones and not interesting.  You would have to try really hard to lose
  • Enemy AI was bare bones dumb, but at least the pathfinding was okay

Overall could do well if the combat becomes more fun and the game doesn't rely TOO heavily on parody for jokes.  I also hope choosing to go down a pure route won't screw the player over by not giving more than was "lost" or at least offer different options/benefits down the road even if it ends up being a fully coomer game rather than light ecchi.

Developer(+1)

Thank you for the great feedback!

Submitted (1 edit)
  • Disable the "Apply" button in the options menu when there are no changes.
  • Why does switching menu tabs default to PgUp and PgDown? Why would I move my right hand over to the nav keys instead of just clicking the tab?
  • You should be able to bind actions to the same key if there's no risk of them overlapping.
  • The buttons on the main menu should be the same width as the black gradient.
  • Just make the font size smaller instead of splitting sentences between lines.
  • Right mouse button should go back in menus.
  • The player runs like he shat his pants.
  • Pausing should pause the play timer.
  • The equipment screen should show all your equipped items somewhere so you don't have to click all the tabs to check.
  • I don't like how your attacks knock enemies out of attack range.

Text errors:

Intro: 

  • "Wait right here, I'll go get them for you." - Comma splice. Why does it say "them" instead of "him"? Has the character never met his manager before?
  • "T-thank you" --> "Th-Thank you"
  • "Not while THEY are working here" - He's standing right there. Can she not tell the player character is a man?
  • "But, obviously they left out the part..." - Get rid of the comma.
  • "But sir" --> "But, Sir"
  • "..and caused a scene-" - En dashes should have a space before them. Em dashes should not.
  • "Oh wow, I didn't realize..." --> "Oh, wow. I didn't realize..."
  • "Hello, welcome to Game Blast where our prices blast off to the moon!" --> "Hello! Welcome to Game Blast, where our prices blast off to the moon!"
  • "Alright, well..." --> "Alright. Well..."

Rose:

  • "Oh shit, it sounds like..." --> "Oh, shit. It sounds like..."
  • "But, around smaller villages..." - Another pointless comma.
Developer

Thank you for leaving so many detailed notes. It's very helpful!

(+1)

Not the intended audience, played with controller until the end. Visuals are pretty good, though sometimes the dithering on the shadows didn't look that great. Movement felt decent, but I think the stick snap on the cardinals is just a little too high. The jump animation or lack thereof is a bit low quality compared to the rest of the animations. Combat wasn't that interesting, but does the job I suppose.

Pretty good base of a game.

(+1)

Game was a bit short so not much to say

  • UI was very functional though a bit plain
  • Combat was very barebones, though I'm not sure if it's supposed to be a large focus of the game or a means to an end to facilitate the fantasy world
  • Kept accidentally pressing dialogue options when just trying to advance text

- Cute style art style

- I like the cut scene directing

- Systems all seem to be functional

- Name on the text box can be a bit hard to read sometimes with it being half on the textbox and half outside, especially on bright backgrounds

- I managed to accidentally pick some choices before they were fully shown when I just wanted to continue text

- Would be cool to be able to switch choices with Up/Down, I can accept choices with space after all

- Game in general doesn't seem to allow for one-handed play. Depending on density of lewd content in the future this might be an issue.

- Hotkeys for menus would be nice (e.g. I to open inventory)

- Quest design wise, back-tracking through the level all the way to Rose felt kind of bad. Maybe something like a barricade somehow leading back breaking would be nicer

- Not sure how I feel about no forward movement during attack

Developer

Thank you for taking the time to write such thorough notes. I appreciate it!

(+1)

It worked fine, nice nature and goblin model, the menus are a bit clunky but it's only placeholder i guess, i wonder how you're planning on adding scenes in a 3d game. the jump animation is a bit weird

Submitted

her clothes are really fancy, who goes out for a walk alone in goblin infested woods wearing such fancy clothes?