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Star-crossed Situation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fan Favorite | #50 | 3.104 | 3.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Definitely... Interesting. Though if you immediately turn back, you can teleport to the cave right away without triggering the cutscene about it? (No major disadvantage either to doing it given you are already level capped)
The Random Encounters are really high and give barely any rewards given you are capped?
The one character doesn't use the bathroom even when they are half full and I select everyone? Feels a bit odd.
You know, making a game, you should probably make sure you take regular bathroom breaks so that bathrooms aren't all that is in your mind.
I'm not sure the game ever explains the curse. There are some assumptions you can make, but...
Also, the god faces look really weird after seeing the other sprites.
The wolf was kind of annoying with how strong he was. I ended up having to stack poison on him.
Also, that ending screen took way too long.
One fire arrow description is wrong. It says 1 enemy, but it is 2 random enemies.
Hey, thank you very much for playing my game and for leaving feedback! I saw that you streamed it, so I will check that out sometime this weekend. I didn't know about that cave warp, I must have forgotten about checking for a switch.
The moral of the story is, like you said, to regularly take bathroom breaks and the curse what one assumes it to be. It's the cost of... trying to be unique and innovate on things? Sometimes you have people like Poplar (If that is I assume you are talking about) who are shy about that stuff so they have to wait a little longer on that stuff. If her name was not greyed out when you selected the "everyone" command than it is a mistake on my part.
The goddesses at the very end of the game are actually the protagonists of my current RMXP project, hence why they look so different. The portraits for the player characters are upscaled from the battle sprites while the goddesses' portraits are hand-drawn by me. A lot of the systems from that game were ported to this one, but some things had to be tweaked because of the change in framerate (40 in XP as opposed to 60 in MZ) as well as a result of a smaller scope compared to my main game. Anyway, thank you again for playing it!
She was grayed out, but still felt a bit weird that you selected everyone and she didn't go.
Also, my bad, I started a new game to check and the teleport does work properly (I realized that using a completed game to check might not be the most accurate way to check). It just looks kind of weird that the cave entry shows up right away. Might be better to have them grayed out if there are no valid teleports and have the internal areas only show up if they are active, if possible. Otherwise, that list does tell the player some information that they might not normally have access to, like hidden areas. Unless that is your intention.
Wow, you have made some impressive pixel sideview battlers there. I mean pixeling and animation those is like one of the hardest things. Very cool.
Also your game is the first I played here, in which I didn't die during the first battle. That was also quite refreshing ^^
Random encounter rate is a bit high though, but I managed to "escape" my way to the final boss and beat them without grinding. Mapping could also use a little more work. Maybe you want to look into parallax mapping. If you know your way around a paint program already that's as easy as copy/paste.
Keep up the good work!
Thank you very much for the feedback! Most of my work has been in the default battle system in rmxp, so the switch from still portraits to animations was a fun little challenge.
I agree with the encounter rate and I think it's just due to not testing it enough times to make sure it was right. I've never tried parallax mapping, so I'll be sure to check it out.
Thank you again!