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-First time playing, the game exudes almost sickening positivity. It's alright I suppose. I have never watched or read a mouhou shojo, so idk how much of this is genre standard. I'm mainly interested in the mystery dungeon part since I have played many of those games.

-Holding space stops me from walking?

-When walking around, the character's sprite doesn't move smoothly with the camera. That is to say, it vibrates with motion.

-Not the most appealing, but the UI does its job. Reminds me of old GBA games.

-First encounter and it's already borked. One enemy was weak to lightning, so I did my lightning spell to focus him down first. He died, and then I switched the other guy to lightning weakness. However, my cooldowns aren't decreasing so...??? Nevermind, apparently I can move towards him to shoot a normal attack. 

-Okay, going into the dungeon and the cooldown properly counts down, but it only happens when in active combat, alright.

-Got to level 2, both in the dungeon and in exp. So far I'm having a good time, the base combat and magic abilities abilities are simple, but I can see how it can get interesting fast. The different ribbons requiring certain levels or spell specs to equip is neat, though if it's a game where you can dabble in all elements, that seems like it won't matter by the mid game.

-Spell wise, it looks like lightning and fireball are the best, since one gives large range and the other give good cluster damage. At least it seems like enemies won't be in a straight line as much for ice to be useful.

-Only having food go down while in combat kind of defeats its purpose? Typically speaking, it's supposed to be a timer to urge you forward so you have to make decisions like stick around to 100% the level, etc. For a more casual experience, it certainly makes it less stressful.

-Beat the demo, RIP terrorists. I think the random magical weakness is an interesting enough idea, keeps you on your toes compared to a static weakness per enemy. Overall, fun for how early it is.

-Managed to save while in the cutscene for going into the swat van, surprisingly I can actually load the file and the cutscene still works correctly, impressive.

-There is an inconsistency in the dialogue. If you spam spacebar/esc/enter for the dialogue it must reach the end of the text to go onto the next one, but if you press the OK button it will happen instantly, regardless of text displayedness.

Thanks for playing! Glad you had fun.

Holding space stops me from walking?

Space is one of the buttons to make you wait a turn, that's why it stops you from walking.

When walking around, the character's sprite doesn't move smoothly with the camera. That is to say, it vibrates with motion.

The sprite stuttering has been mentioned by others. I believe I found a fix now.

 However, my cooldowns aren't decreasing so...??? 

Looks like this is a bug, cooldowns are supposed to decrease as long as you're in battle, even outside of a dungeon.

The different ribbons requiring certain levels or spell specs to equip is neat, though if it's a game where you can dabble in all elements, that seems like it won't matter by the mid game.

Yeah my idea is that instead of having stat requirements like in most RPG's (ex. a sword takes a certain amount of STR to equip), the requirements are based on what spells you have, so you can make a "build" around a certain element. I want the player to be able to specialize in multiple elements but not all 3. My current idea is that there will be "tiers" of spells so a piece of equipment might require a "tier 2 fire spell" etc. but you won't have room to equip a tier X spell of every element.

Only having food go down while in combat kind of defeats its purpose?

Food in this game serves to balance out cooldowns, otherwise you could wait a bunch of turns before each battle and have all your cooldowns refreshed (or purposely drag out battles to lower your cooldowns).

Managed to save while in the cutscene for going into the swat van, surprisingly I can actually load the file and the cutscene still works correctly, impressive.

I need to add more safeguards to prevent the player from going into menus mid-cutscene...

If you spam spacebar/esc/enter for the dialogue it must reach the end of the text to go onto the next one, but if you press the OK button it will happen instantly, regardless of text displayedness.

Good catch. 

Space is one of the buttons to make you wait a turn, that's why it stops you from walking.

Just to be clear,  I was talking about when out of combat, and it happened before the first encounter so I was a little confused. Unless time based things happen there, it seems kind of pointless to do that. Though I suppose it's more consistent with combat, so I guess it's fine either way.