Tutorial is way too long. First - the infodump by the teacher, then - the whole walking sequence with the mayor. It's very off-putting and slows the game to a crawl.
But after that - I really liked it. Showing your shop is a nice touch - noticed that it also shows what items you're selling. Very cute. The town is big and I could enter some homes, which is a REALLY nice touch. Also noticed that NPCs follow schedule - the shopkeeper woke up at around 9AM and went to the desk. Really appreciate this sort of attention to detail. Feels like Rune Factory meets Recettear, which I feel is a great mix. I got lost at first and the map didn't help (I was trying to explore at night right after I arrived to town), a "you are here" pointer would be great.
Music is nice, but some sfx are less then ideal, slime SFX is pretty annoying. Also got heavy framerate dips in town during the day.
And the item drops from the plants fly a bit too far from the original plant imo.
I liked it quite a lot! A bit of a rough start with the tutorial, but it's really good afterwards.
A fellow alchemy-centered game? You bet your ass I'm trying it.
I'm surprised that you're able to spin the camera around to your liking, I would assume that a game in this "style" would lock it to one angle.
The combination between pixel art and lowpoly 3D graphics doesn't look great to me, it's especially off-putting when you fetch a herb and a giant pixel icon drops onto the overworld. Maybe reserve pixel art for the UI if you really want to keep it? You have a bad case of mixels in the loading screen, by the way.
The alchemy tutorial is unintuitive. The player is very unlikely to remember everything that's spewed at them through a textbox, you should instead guide them through the process--show don't tell, right? Maybe add some text pop-ups as you're performing alchemy, that way the player can follow along and learn. This is a recurring theme in this game: a lot of bland exposition in big chunks. The introduction to the village comes to mind, I ended up just blazing through the dialogue until I was freed.
It seems like you've got a lot of complex systems under the hood, the alchemy crafting itself could have a whole manual. You just need to find a better way to ease your player into these mechanics.
Comments
Tutorial is way too long. First - the infodump by the teacher, then - the whole walking sequence with the mayor. It's very off-putting and slows the game to a crawl.
But after that - I really liked it. Showing your shop is a nice touch - noticed that it also shows what items you're selling. Very cute. The town is big and I could enter some homes, which is a REALLY nice touch. Also noticed that NPCs follow schedule - the shopkeeper woke up at around 9AM and went to the desk. Really appreciate this sort of attention to detail. Feels like Rune Factory meets Recettear, which I feel is a great mix. I got lost at first and the map didn't help (I was trying to explore at night right after I arrived to town), a "you are here" pointer would be great.
Music is nice, but some sfx are less then ideal, slime SFX is pretty annoying. Also got heavy framerate dips in town during the day.
And the item drops from the plants fly a bit too far from the original plant imo.
I liked it quite a lot! A bit of a rough start with the tutorial, but it's really good afterwards.
Very ambitious but unintuitive and I got filtered
I took herbs and the quest says 2/2, but I couldnt interact with anything past it, neither cauldron or npc
Also picking up felt clunky, maybe make attention sector bigger?
A fellow alchemy-centered game? You bet your ass I'm trying it.
I'm surprised that you're able to spin the camera around to your liking, I would assume that a game in this "style" would lock it to one angle.
The combination between pixel art and lowpoly 3D graphics doesn't look great to me, it's especially off-putting when you fetch a herb and a giant pixel icon drops onto the overworld. Maybe reserve pixel art for the UI if you really want to keep it? You have a bad case of mixels in the loading screen, by the way.
The alchemy tutorial is unintuitive. The player is very unlikely to remember everything that's spewed at them through a textbox, you should instead guide them through the process--show don't tell, right? Maybe add some text pop-ups as you're performing alchemy, that way the player can follow along and learn. This is a recurring theme in this game: a lot of bland exposition in big chunks. The introduction to the village comes to mind, I ended up just blazing through the dialogue until I was freed.
It seems like you've got a lot of complex systems under the hood, the alchemy crafting itself could have a whole manual. You just need to find a better way to ease your player into these mechanics.
quit button?
couldn't play due to inverted camera controls and inability to tweak it via (inexistent) settings.