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(+2)

Hello from the Feedback Jam 6! Love to see the next chapter! 

I like the dungeon creep part and the spirit of classic JRPGs. The idea of linking the abilities with equipment is unusual and feels fresh, different from the mediocre "find the stronger sword and drop the previous to the trash can". And the best part in this game is that it is not a game about moving square that supposed to dodge another moving squares. But the outer space and Solar biome with the time limit is not a cool part for me. "Always Dash" setting helped with speedrunning that, but the timer is always ticking, even during dialogues, resulting in returning to the start if you want to read the dialogues. And at the start of area, there is a single mob that attacks immediately after our team "escaped" from radiation. Definitely doesn't feel good. 

There are some bugs:
1) Poison cannot be taken off by Antidote, and Premium MedPack doesn't take it off too. Additionally, Premium MedPack inflicts Burn. Not sure if it is intentional according to its flavor text in description.
2) The Boulder (obstacle) in the Space cannot be destroyed by equipping the electric jewelry, despite the message presumes it should work.
3) Solo-target Wood spell has very low damage against neko mobs in Void biome, despite the briefing says it should be effective alongside with Fire.

Something feels wrong with the balance, the buffs looks overpowered. Under Protective Algorithm, incoming damage often reduces to zero. And vice versa, Lykos Hero in Moon biome under Aggressive Algorithm can slash the entire team by 700 dmg. But maybe the Boss crowd is intentionally stronger in stats. 

And lastly, the enemies are just too vital. After 10 hours of playing, getting close to the end of this demo, I was sick of these long fights and started to escape every encounter. 


With all this said, I definitely give this game a top rate. The Gem of this Jam! 

Hi, thanks for the in-depth critique and high praise, glad to see you enjoyed this version!

-I'll see about tweaking the timer in the sun sector so it doesn't keep running during dialogues, although I'll note there's a "secret" option that if you equip either the shadow or void magic item, when the timer runs out you'll be able to keep going, it should be hinted by the teacher.

-Speaking of hints, the space boulder event says it's brittle and needs brute force, the intended magic item to equip is the Mighty Amulet, what made you feel like it was the electricity item that was meant to be used (in particular since the electricity item is used to remove another nearby obstacle in the main space map)?

-For the neko vulnerabilities, they're coded to be resistant to Wood (they're actually Wood element themselves and use Wood magic), the student hint is that they're vulnerable to fire, frost (ice), toxins (poison is its own element) and machinery (most basic gun attacks are this).

-The healing items were definitely bugged, will fix them, thank you very much for pointing those out!

-Stat buffing may indeed be too strong, will tone it down a bit. And yes, the boss battle version gets some extra stealth buffs as allies are defeated, probably should make it more visible to make it fairer for the player so they can notice they're stronger than usual.

-I can see the argument that enemies have too much HP, will nerf that too.

Thanks once more, lots of great advice for me to work with!

Dendro. Basic Wood Magic.