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(+1)

I'm not really a fan of JRPGs, so take anything I say with a grain of salt. I think this looks very promising, and I really like enemy sprites! I ended my run a little earlier than I initially planned to, because I died and lost 10 or so minutes of progress (my bad for not saving). I skimmed through the story, so don't really know what's going on (nothing against the game), but I like the idea of sentient weapons and feel like it could be used to really interesting effect.

Feedback:
- The visual difference between the player characters and enemies is odd, to me.
- I feel like there are too many enemy types too quickly, and too many powerful variants of enemies. I feel like it probably makes it really hard to differentiate between tiers of enemies. For example, I'd assume the slime enemy (the one that gives the Aqua Amulet) is supposed to be important, but it didn't feel that way.
- I think the density of fights might be  a little too high, having to fight every few seconds makes progress feel very slow, and makes the battles feel tedious rather quickly.
- I have a hard time understanding the setting of the game. That may be largely on me for just skimming the story, but I do think some of it is the art direction with the setting jumping between a space station, wooden shack, run down concrete town.
- FLor and Azuli having the exact same face shape feels odd to me. I don't have a problem with reusing assets, but having the first two party members look the same odd (unless it's intentional and part of the story!).
- I think the early game might benefit from providing the player with some additional consumable items. I hit a couple of battles pretty early on that nearly killed me, but had few items to restore health and mana... While I think that could work later in the game when I'm more familiar or if battles were made out to be less common, I think the current state of the game might benefit from being a little less stingy with item drops at the beginning.

(+1)

Hi, thanks for the critique and to hear this got your interest!

-Since you mention that you're not a fan of JRPGs, did you per chance not notice that you can try to run away from battles? Just press X at the start of a turn before giving any orders and there should be an Escape option. I'll add that in-game as a quick tutorial.

-Graphics are definitely a work in-progress, but yeah I could and should make the two first characters more visually distinct.

-The game is currently light in lore yes, but I plan to add more talking NPCs/data terminals and also tweak the areas like the shack and run-down-town visuals to feel more sci-fiish with details like holograms and machinery.

-Adding more consumable items early-game sounds like a great idea, will do.

Thank you once more!

(+1)

I actually did realize I could run away, fairly early on, but only by accident. I do know it's fairly standard in JRPGs, and think I probably would've stumbled upon it one way or the other.

However, if you want to tutorialize it, maybe you could add it that first battle scene. Have the player fight mobs, but realize they can't take them and they have to run, something like that might work relatively well.