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Alright I've got to highlight some more stuff I'm seeing that I love.  

The movement being grid-based instead of being just free-movement is *chef's kiss*!  I love tapping left and the character moves all the way over to the next square instead of just moving over a pixel or two.  Such a great feature!

The taller obstacles in the map feel so smooth.  Street lights for example.  Being able to walk behind them, the transparency for their sprite.  With a shadow below it. It's just so well done!

I mentioned the train feeling so cool.  Roll City's Plaza with the cars driving under the walkway- it's visually such good story-telling and scene-setting!

And the battle mechanics all fit together so smoothly.  So well though-out.  I loved when I used the vampire face on a poisoned enemy that I actually took damage instead of healed!  Balanced the mechanic out and just made good sense.  

And the 25 turn limit fixed the ongoing battle issue in BDP.  Simple, clear and more fun.

I can't get over how good this is

Thanks so much for all the feedback :) let me know your thoughts after you complete Roll City's content.

I think switching to have the text draw instantly might be worth doing, tbh. That would also prevent overflow issues, which can be seen by skipping unfinished dialogue too quickly...

Also, I did think about obfuscating undiscovered faces (I do this in BUMPERS & BROADSWORDS MAXIMUM) but that would be easier to do if I'd planned on it from the start (just because faking array style data is soooo much easier if you use all the memory addresses at the start). At least you can hold Up/Down to keep scrolling :P that wasn't a feature for quite a while...

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Thoughts after completing the demo on my GBA.

I am still floored how good the visuals and overall feel of the game is!

One thing that stood out to me on a second playthrough was that there's not a good indication that battling does anything for you.  I mean, it's fun to battle, which at the end of the day should be enough when playing a game.  But there's no XP, or money or anything. Not sure you want to introduce that sort of mechanic, but something that helps the player feel like they've progressed even when they stop to battle someone on the train or in the city they could otherwise walk past might be fun.  Personally it entices me to hunt for fights rather than view them as obstacles.  

You do such a good job story-telling.  Your dialogues feel good and meaningful without being cheesy.  Props!