So only the first 2 Overlords are important? Or why do the otherws not get a proper introduction?
Character Names also seem a little big, and the turquoise is rather glaring on the Eyes when compared to the more natural Colors of everything else.
It would be nice if there was an indicator of some kind on what I can click and on what not. For the Background Elements I mean, clearly a "talk" is there for the Guy at the Fence. Also an indicator on the Map of what I assume is my Village, for where I am currently would be nice. And the small black Dots to where I can enter aren't really all that great either. Just having the Text what house it is, or being able to click on the House itself could maybe work better.
So, me just living Peacefully apparently was the bad Ending. Should've known. And the other Part is the End, I kind of expected there to be more. Either Way, when it opens the end of Demo Mapscreen, its just visually, controls stay in Truskas hut, so I have to click in the lower middle of the map to leave and enter the Map properly.
Graphics are interesting and refreshing, its not what you usually see. Some Areas very clearly show your Brushstrokes in a probably unintended Way, like the wooden Bird Thing on the right of my Manor.
I like it so far. Art is good and the story so far didn't bore me.
I wish there was a cursor indicator or even a highlight to differentiate elements that are available to interact with, though it might not be viable depending on what the gameplay will look like.
Yeah, basically everything is available to interact with (gives lore dump), however i plan to distinguish doors and important objects for the plot from the oother stuff.
Honestly this is like a "second" demo. All this is just the introductory part.
The first one played by my friends had little to no exposure and they said the player wouldn't invest with the MC if they didnt know the motives and the basis of the setting, and seeing how far most of you guys went, that seems right. Right after the end of demo, there will be day passage, you can choose to train or read, or travel around, and there's gonna be battle passages. Not much info dump then, unless you ask for it (by reading books or asking people).
I don’t have anything very meaningful to say. I did feel a bit of disappointment when the demo ended – and like osur mentioned, that’s a good thing as far as the intrigue of your story is concerned.
i've beaten the demo, and i was sad to see that it ended where it did. i call this a good sign, since i was invested in what you've had shown thus far. it's an interesting premise with a compelling story and nice art. my main and really only gripe was some of the font choices - teal (on mostly white background!!) is awful for a main character. otherwise i didn't notice any issues or errors. keep it up, i'll be sure to play again on your next submission.
I absolutely agree. That is just the default MC color. I plan to change it but didn't change it now because i thought it wasn't that important. Thank you for playing
I think it'd be nice to have everything that can be clicked on have a visual interaction, like the curtains of a building parting or a light from the entrance, that sort of thing. It's a bit hard to tell if you'll keep getting the same dialogue from clicking something otherwise or if it's a separate object, or if it's clickable at all (such as the weaver's house)
Well I was going for an Ace Attorney type of segment, if you have played it. Even there things are not highlighted. But i agree when it comes to really crucial stuff like doors and later important objects. The other things are just simple lore dump.
Comments
So only the first 2 Overlords are important? Or why do the otherws not get a proper introduction?
Character Names also seem a little big, and the turquoise is rather glaring on the Eyes when compared to the more natural Colors of everything else.
It would be nice if there was an indicator of some kind on what I can click and on what not. For the Background Elements I mean, clearly a "talk" is there for the Guy at the Fence. Also an indicator on the Map of what I assume is my Village, for where I am currently would be nice. And the small black Dots to where I can enter aren't really all that great either. Just having the Text what house it is, or being able to click on the House itself could maybe work better.
So, me just living Peacefully apparently was the bad Ending. Should've known. And the other Part is the End, I kind of expected there to be more. Either Way, when it opens the end of Demo Mapscreen, its just visually, controls stay in Truskas hut, so I have to click in the lower middle of the map to leave and enter the Map properly.
Graphics are interesting and refreshing, its not what you usually see. Some Areas very clearly show your Brushstrokes in a probably unintended Way, like the wooden Bird Thing on the right of my Manor.
Nice art style.
I like it so far. Art is good and the story so far didn't bore me.
I wish there was a cursor indicator or even a highlight to differentiate elements that are available to interact with, though it might not be viable depending on what the gameplay will look like.
Yeah, basically everything is available to interact with (gives lore dump), however i plan to distinguish doors and important objects for the plot from the oother stuff.
My cousin has brought upon the wrath of the Gods and you end the demo so soon??
You use a bright blue text to show some names on a tan background. That's hard to read, I suggest a color change.
It might be nice to get the map earlier, I didn't understand I needed to leave my compound.
Honestly this is like a "second" demo. All this is just the introductory part.
The first one played by my friends had little to no exposure and they said the player wouldn't invest with the MC if they didnt know the motives and the basis of the setting, and seeing how far most of you guys went, that seems right.
Right after the end of demo, there will be day passage, you can choose to train or read, or travel around, and there's gonna be battle passages.
Not much info dump then, unless you ask for it (by reading books or asking people).
I don’t have anything very meaningful to say. I did feel a bit of disappointment when the demo ended – and like osur mentioned, that’s a good thing as far as the intrigue of your story is concerned.
Well then, I'll make sure next DD will be very satisfactory. I have currently done other aspects but decided not to include them because of the bugs.
Thank you for playing the demo.
greetings
i've beaten the demo, and i was sad to see that it ended where it did. i call this a good sign, since i was invested in what you've had shown thus far. it's an interesting premise with a compelling story and nice art. my main and really only gripe was some of the font choices - teal (on mostly white background!!) is awful for a main character. otherwise i didn't notice any issues or errors. keep it up, i'll be sure to play again on your next submission.
I absolutely agree. That is just the default MC color. I plan to change it but didn't change it now because i thought it wasn't that important. Thank you for playing
I think it'd be nice to have everything that can be clicked on have a visual interaction, like the curtains of a building parting or a light from the entrance, that sort of thing. It's a bit hard to tell if you'll keep getting the same dialogue from clicking something otherwise or if it's a separate object, or if it's clickable at all (such as the weaver's house)
Well I was going for an Ace Attorney type of segment, if you have played it. Even there things are not highlighted. But i agree when it comes to really crucial stuff like doors and later important objects. The other things are just simple lore dump.
Thank you for playing.