Play demo
Silver Daze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #4 | 4.556 | 4.556 |
Art / Graphics | #4 | 4.778 | 4.778 |
Controls / UI | #8 | 4.333 | 4.333 |
Sound/Music | #16 | 4.222 | 4.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
This is a brand new public demo! The demo features similar content to the first portion of the previous build, but it has been rebalanced with new skills, new UI, and additional quality of life features, as well as being branched into a complete demo as opposed to a beta build of the full game.
Genre #1
RPG
JRPG | CRPG | MMO| RPG
Rating #2
For adults
Leave a comment
Log in with itch.io to leave a comment.
Comments
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
After seeing this here last time under secret names and such, I was glad to see Silver Daze show up more officially today! As a public demo, it means I can now stream this properly. Honestly, the game feels really good right now. I think it just needs more bug hunting. For example, one I encountered during today's stream was where Geo became unable to target anyone besides himself with Seesaw and Zoner. He could use Motivate fine, though.
Thank you so much for playing!
This was kinda a redemption comeback for me hahaha, I felt so bad after realizing a couple streamers weren't allowed to play last time due to the game being unannounced!
I haven't watched the stream yet, but if the bug you're reporting is what I think it is, that would actually be a weird quirk of the fact that the game accepts mouse inputs as well as controller and keyboard (if your mouse happens to be hovering over a party member, the targeting constantly snaps back to that character, preventing you from targeting anyone else!)
I did add a feature to disable mouse inputs in the settings, but I think I'll probably need to take more drastic steps to prevent this since it is a relatively common issue people experience. Thanks a bunch for the feedback!
Here's a link to the VOD.
Hi! Your game feels great.
The things that I liked most:
The fun thing was that during the tutorial battle, I was first confused about who my character was. I thought it was Kani because she asked Pinn to show her the game. So I was targeting Pinn—and lost. Thankfully, you have the restart the battle option. In general, does it make sense to allow targeting yourself with an attack?
I saved at some point after I met the second fellow in a fractured space. Hopefully, the save will persist in the browser, and I’ll have more time this week to play it.
BTW, I didn’t have music or sounds in the browser version. Is this a known issue?
Heya! Thanks a bunch for playing!
I'm really glad you liked the story. One of my biggest concerns with this demo is that it takes too long before the "real" game starts, so this feedback is really helpful to know what the game's hooks are! The full game is very story driven and I feel that's one of its bigger selling points, so this is great to hear.
The battle system is mostly unique to this game! It does take a lot of inspiration from many other games, and the core "skeleton" of the turn based combat is just standard JRPG fare, but the unique mechanics such as equipping cards and the EP-balancing special attacks are a wholly unique feature!
It's great that the game over screen in the tutorial made it easy to jump back into things (I forgot that it's even possible to get a game over there!) but I don't think it's ideal that there was confusion about which character you're playing as hahaha. I assume since you were accidentally attacking yourself, you must have been using the mouse to play (since keyboards and controllers default to targeting the enemy), so I should look into seeing if I can make it more clear which character you're controlling in that scenario.
Save files do persist in browsers, so feel free to continue playing if it strikes your fancy! You've only scratched the surface of what the demo has to offer!
I am aware of the music issue, which occurs due to very long load times for audio on HTML. Different computers seem to load the music faster or shorter, but it's really unfortunate you couldn't hear the music at all! This is a problem I'd love to fix (although I'm at a loss for how I might go about that), although the full game is a bit too big to host on Itch's browser, so while I don't want to treat this build as an afterthought, I would consider it somewhat lower priority to other issues for the time being.
Once again, thanks a bunch for playing, I'm really glad you enjoyed it! Please let me know if you have any additional feedback if you end up playing more!
Really neat! First off, as someone whose made something with RPG Maker before I have to say you did a fantastic job with the engine. Usually most RPG Maker games have a certain look to them but yours looks entirely different and I only knew you used it because of the metadata. It gives your game a very original aesthetic that frankly reminds me of a more retro-like persona.
I ended up playing for a lot longer than I originally expected to as well. The setting is very compelling and I love how you wove the tutorial into the intro. The concept of trying to aim for having your EP in the center is also a refreshing way to break up the typical style of trpg mana/resources. The music fits the rest of the game's atmosphere pretty well too.
The only real feedback I would have is that I felt a bit lost at times. In the first room (cafeteria) I wasn't really sure where to go at first and ended up going the wrong way before working my way back to the left side. I really appreciated the green arrows over doors but I never noticed one in that room and that didn't help when the door was off screen either. But maybe that just forces exploration more so that could make it okay. Otherwise I didn't have any issues with it and had a lot of fun. Nicely done!
Thanks a bunch for playing!
I'm not necessarily ashamed of the engine I use, but we all know the stigma that's carried with it, so it was pretty important to me that I created a game that doesn't visually evoke that stigma. I'm really glad it paid off!
It's really great to hear you played longer than you expected, for a jam like this I sorta consider that to be the highest honour possible so it means a lot to me! As for the aspect of getting lost, I think I could definitely add some green arrows to the cafeteria for sure. I don't think it's a huge deal if the player has to explore that area a little since there's really only one way out, but I know the intro is a little lengthy so any way I can reduce friction is very important.
On the subject of the intro, did you feel it was too long? I know there's a lot of ground to cover in the beginning, but it's like 4 scenes back to back so one of my biggest concerns is that players might get worn out from it all before the "real" game starts.
This was very nice to read, it really helps knowing the game is moving in the right direction! Thank you again for playing, and I appreciate the feedback!
Haha I definitely get the bit about the stigma against RPG Maker, don't necessarily agree with it myself but I have to admit it is pretty easy to spot most RPG Maker games which is why I was so impressed it took me as long as it did with yours. I think the work towards that will really help get some people that might otherwise be biased by it.
For the intro, I think you probably have it at a decent length. The initial conversation felt maybe a tad bit long but not that bad. I think that just comes from the fact the characters tend to speak like kids would which can be a bit roundabout at times. Otherwise I think the length is probably exactly where you want it. If anything, I almost felt like it jumped to the silver daze/weird world abruptly but that is likely more a me-thing so the current length is good. It felt like you explained all the necessary mechanics while still feeling pretty concise.
Hi! Could you please enable the fullscreen button for the browser version of your game? It is in the itch page settings and will help a lot.
Thank you!
Oh man, I totally forgot to do that, my bad!
I've gone ahead and set that up now, enjoy!
Thank you!
I played about an hour and plan to finish it tomorrow. However, what I've played so far is fantastic. I left you some feedback on your Discord server but my praise definitely outshines the minimal feedback I have so far. Great job with this game!! BRAVO!!!