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(1 edit)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

So when I first booted up this game, I had to stop and look up what different terms meant because IT STARTED WITH DADDY, QUEEN, TWINK AND BEAR. I was traumatized! XD

When I finally got in and started playing, however, I was immediately left in bewilderment. From Davis having the exact same sprite as me to trying to find battles to make money to stay at the hotel, every new thing was leaving me bewilderment. A plastic bag for an enemy? Ratcat?! HOLY FUCK KAREN! XD I was laughing.

I bring this up because I think this is the strongest point of this game: to constantly bewilder the player with things. From here, however, we need to talk about the problems, most of which revolve around combat.

At its core, this game is very much an RPG Maker game, despite impressive visuals that break that mold. From a wide variety of effects and weaknesses and strengths to excessive miss rates and likely defensive stats not working as they're supposed to. It even has the default RPG Maker mechanic I hate the most: CALLING FOR HELP.

So first bit of feedback I have: remove calling for help. Just get rid of it. It's garbage. Worst thing you can do for your game.

After that, I recommend going back into your combat and try to simplify it. One issue with RPG Maker's core is that it makes a very diverse set of ideas with elements and status ailments. This isn't entirely bad, but RPG Maker's design tries to make it so you need to be interacting with this system from the moment the game starts. This is never something I recommend doing in an RPG because generally the player should be eased into things. Lemme give you a prime example: Final Fantasy 10.

During the first two areas of the game in FF10, the player does not need to worry about "magic" damage or the idea that certain targets can be killed more easily by certain characters. These mechanics aren't introduced until you're on Besaid. In short, it keeps combat simple up until the main journey begins. I think this is always a model others should make use of.

Now note that while I said simplify, my example didn't cut mechanics out. It simply didn't make them matter until a certain point. This is why I argue against the RPG Maker default style.

That said, I still think you should try to find a way to make your combat more unique. Something to make it stand out against other RPG Maker games even more.

thanks for the feedback! I’d love to see your VOD once it gets posted!

(+1)

I had to wait until the VOD's scheduled post went up, but here's a link for ya!

Finally got to watch this. Super helpful. Thank you!