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How did you choose to implement the Theme: Emperor's Tyranny in your game?
The evil Sunisian Empire has attacked the peaceful kingdom of Oxyn.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
I did the following:
Evil Empire: The Sunisian Empire is the main villain of my story.
There is a speech that could be considered inspiring but I'm unsure if it qualifies!
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Hi! I finally had the time to check out your game too. I like the maps and art of your game. Is this a different rpgmaker than mz? I havent seen these assets in mz and they look really good. The music and story is great. I like retro games so story is much more important for me and I enjoyed. Btw I really just want to thank you too for reviewing my game!
I'm glad you enjoyed it! It's RPG Maker 2000 with this game. I really enjoy the retro vibe. I had fun checking out your game and I can see the idea potential in it ^^
Cool characters, well-thought-out lore, amazing level design, strong retro vibes, funny-snappy dialogue. PEAK.
Thank you so much for playing ^^
The first thing that caught my attention was the camera work in the cutscenes—it's very well done, fluid, and natural! On top of that, the two protagonists work really well together, with a very '90s-style humor that reminded me of Magic Knight Rayearth, especially in the way they break the tension.
The camp is interesting and intuitive, with well-defined navigation. Something I really appreciated was the respect for the game's weapon and armor shop—there's none of that classic mechanic where you wander a bit and end up finding a significantly better weapon than what you can buy (though the Mithril Morning Star and Rapier in the cave are a small yet significant detail). The level design is intuitive and enjoyable; I barely needed any time to recognize and orient myself within the base. I think adding signs in key locations could help identify them by their lore-wise names rather than relying solely on mechanical memory. Whispers Hollow, for example, is my "Cave Without a Bridge," while the one to the south is the "One With a Bridge." :P
Moving much further ahead, talking about the game's ending, I really liked the tower, but one zone felt off—the confrontation against Sir James.
The floating bed with buttons appearing along the way to Leif just didn’t feel as good compared to what came next. The lava tracks, the sky-high paths, and the ghost town with a chest that spawns two monsters were all great moments. But the floating bed… it was odd. It felt like something added later. I understood the concept of creating a space where order is subverted to prepare the player for the portal—and the lack of order there—but I don’t think it was the best way to present it. Maybe ghostly footsteps that teleport the player uncontrollably, following a sequence of invisible walls leading to the buttons before stopping in front of the Save Fairy, would have worked better. But honestly, I’m not sure what I'd do.
The combat is very classic, and I understand that the best approach would be to allow the player to see and engage enemies directly on the map. Random encounters are a relic of the past, and while they’re fun here, a more modern touch would enhance the overall experience. Reducing the cost of the Battle Ward would also be important, as 10,000G is way too high. This ends up unbalancing the game since that amount is frequently found in chests, making the shop logic irrelevant and reducing the penalty for progression. Since this item is a trade-off between comfort and XP (as fighting less also means getting less powerful), its price could be reconsidered.
All the bosses have a good dynamic, but I found the battle against Mathilde (both the first and second encounters) too much of a damage sponge. I get that she’s placed in the latter half of the experience, but she doesn’t use any skills, doesn’t lock any stats… she just attacks normally and deals a lot of damage. The Kobolds/Whisper Weaver on the bridge are more dangerous enemies than Mathilde in the first battle, and Jorge is a much more imposing foe than she is in the second fight. In a way, her pattern feels similar to the Forgotten One in the encounter with Leif—no defined attack pattern, just waiting. In contrast, a good example was the Scarlet Colossus, which, even with my high level (26), alternated well between double attacks and even managed to take Selene down once. Grand Master Jorge, while using skills, is intentionally unbalanced because he's in the final stretch, so Scarlet Colossus felt like a better example of dynamic combat.
Having Emperor Bugle stall and turn the final battle into a magic attack spam got a bit tiresome because he’s such a massive damage sponge with no real variety. I understand that the idea there was to showcase absolute power, reducing opposition to a futile effort, but I’m not sure if the game executes that in the best way to achieve the intended philosophical impact without relying on the player's patience. The wait time until Hell Grasp is long—about eight turns of Grand Cross with Selene and Tornado III with Leif. I think three turns with Bugle dodging and taking 0 damage would be enough to get the point across.
The stat boosts at the end also got me thinking. On one hand, they’re an important buff since HP is low compared to the damage dealt by bosses (like Sir James). On the other, they feel artificially ineffective because Selene starts, continues, and ends as the strongest character. The player has no control over this, which makes sense lore-wise, but it might be worth reflecting on the level of agency you want to provide. After all, Grand Cross already trivializes some parts of the final stretch.
By the way, in the tower and the camp, interactions with locked doors should inform the player whether they will open automatically or remain closed for good. Since everything follows a classic approach, we instinctively expect to find a key. The fact that some doors open on their own can be a double-edged sword: in the camp, for example, south of the path leading to the Mathilde fight, there’s a locked door that never opens. Meanwhile, in the tower, the locked doors need to be opened with enchantments.
Overall, the game is thematically aligned with the jam. I really liked the protagonists, the story has a well-structured logic, it's fun, fast-paced, and the design is solid. There’s a typical grind spike in line with the design philosophy of that era, and I’m not sure how that would be received today. But the humor is light and works well! One of my favorite bits was the sewer paper joke, a fun nod to the Nintendo Power Line.
I’m really excited about what you’ve created here, and I’ll be around when you decide to develop more ideas. Thank you so much for sharing your game! It was a fun, light, and rewarding experience. I wish you luck, happiness, and prosperity! ༺☆༻
I'm glad that you enjoyed my two characters! I definitely already put it in my notes for the future to have a better sense of place with location name popups but it came to me too late to properly implement it - but I'm glad to see it pointed out here! I think a little bit of it got lost in that like, all of the cave is Whisper's Hollow, but it was a part of the somewhat uncomfortable transition when I crunched a much larger and longer project into a prequel game set before the main one. I'll have to be more aware of conveying location next time ^^
Funnily enough with Sir James, that room inspired my jump pads that I ended up utilizing in other parts, though I probably should've went back over that section of the tower. One of my playtesters found it to be a little too odd as well but I stuck to my guns. It is something I'd do differently if I were to redo it for certain!
I felt the random encounter rate is a little too high but I also had hit that wall of big project becoming a significantly smaller one and it ended up being a matter of making sure the player could focus on the writing aspect at that point, which makes it messy but that's also why the Battle Ward is pretty expensive. I think it's safe to say I learned a very hard lesson about giving myself enough space to balance a full experience so there isn't weirdness like what you mentioned with the combat, bosses and the encounter reduction item.
Mathilde def has those problems too because I ended up tuning her down to pretty basic but tanky so there would be at least a little resistance in this regard. Overall, like I said, lessons for when I balance my main project!
I appreciate the feedback with the Emperor too - I can see your point with me making it last too long and I will also take notes regarding any future encounters that might be unwinnable situations.
I'll keep the door opening in mind too! That is probably the most rushed part of production next to the battle balance and I will make sure that it works better in future projects.
Overall I really appreciate the incredibly detailed feedback and didn't expect to see so much love while also seeing so much excellent constructive criticism. Thank you so much for playing and I hope you enjoy what I release in the future!
Made a correction because I realized I wrote Battle Ward-related criticism incorrectly xD
I particularly liked the two protagonists Alessia and Selena. The dialogs were written humorously and nostalgically at the same time. The transport dragon was really cute.
Thank you so much! I definitely learned some things about game balance and especially since I joined so late but it'll make my next project stronger.