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I came here from your YouTube video about grindless RPG design, because that's a topic I've been pondering as I plan my own RPGs. Are you familiar with the games Wine & Roses and Teenage Costume Squad? They use a similar principle of purely equipment-based progression, but are much smaller in scope.

I hate RPG Maker's art style, but you said the art's a placeholder so I won't harp on that too much. One thing I will harp on, though, is that the framing of Makoto getting run over is very poor; I could barely tell what happened because it happened so fast and at the corner of the screen. It would be clearer if the action was centered (and if the car was accurately sized proportional to the people).

The control tutorial is a nice QoL. I know some players can be confused when playing RPG Maker games for the first time. But why does the control tutorial not highlight the more convenient Z/X?

The protagonist buying an actual, physical game already feels dated, which both amuses me and makes me feel old.

Does RPG Maker support italicized text? That might be better for narration than parentheses.

Aw, it's sweet that Makoto doesn't steal Lucant's hat. I see he's willing to steal from everyone else though.

I love how much flavor text there is. That's always been one of my favorite things in RPGs and I'm sad it's fallen out of favor in modern ones. I also like the way treasures are described, it creates more intrigue and anticipation.

A suggestion: Could the healing statues also prompt a save? I often use them as save points anyway, but this would be a good way to remind players to keep up-to-date saves in case they're not used to a save-anywhere system.

I'm a little unclear on the purpose of inns when there are so many free healing statues. Are those a placeholder mechanic?

Escaping from bosses should really be guaranteed. There's not much point in watching them slowly kill Makoto if you realize you're outmatched.

I don't see the point in fighting the same boss in different locations. Given that they're puzzles, if you can beat one there shouldn't be any question of if you can beat them again.

Damage variance is very annoying in a game where statistics are so tight. The difference between beating an enemy in one or two turns is a really big deal. I'd recommend eliminating damage variance so you can better control the intended length of fights.

The Awkward Headband doesn't seem to do very much; the Majesta and Sandasteron still dodge almost every attack even with it equipped. I generally dislike random miss rates in general, and they seem an especially poor choice for a combat-as-puzzle game like this one. Could it be buffed to make you never miss (barring accuracy drop equipment like the Hulking Greatsword) without breaking any fights?

Overall, an interesting concept, but not terribly fun to play. Almost all battles are won entirely on the equipment screen; the battles themselves are just selecting "Attack" over and over. (I also never found a use for the Crystal Dagger.) The games I mentioned earlier all start off with multiple party members and abilities, which gives the battles tactical depth. I'd recommend expanding Makoto's moveset to provide something similar.

Regarding the question of optional grinding -- it's not really optional if you're forced into encounters. I know you said you planned to shift away from random encounters, but I'd advise you to prioritize that. As it is, I quickly ended up with more money than I could ever use just by fighting the random encounters. Additionally, random drops are the absolute worst form of grinding, because the payout is not proportional to the time or effort spent. I think it would be better to take a page from Final Fantasy XII and make enemies always drop monster parts but no money; that would make money and item grinding equivalent in effort, but force the player to choose between them.

There are also a lot of typos and grammatical errors in the text. (I took screenshots but find myself unable to attach files here, alas.) You seem to have some trouble with using commas, so I'd advise brushing up on them, particularly comma splices.

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Wow, thank you so much for taking the time to get so far into the demo and provide all of this feedback! I haven’t played the games you mentioned (the equipment system in RoA is mainly inspired by level 1 Dark Souls runs and Monster Hunter) but I’ll be sure to check them out, thanks for the suggestion.

I’ve gotten some feedback on the intro with the car and all of that, I totally agree. It’s very much a placeholder. That’s also a good point about the controls. I personally play mouse only or with a controller (and occasionally use the spacebar and ESC) so it was not as front of mind as it could have been.

I believe RPG Maker does support italicized text, I’ve been bouncing around with a few ways to show things happening in text. It’s definitely not final state. Some pieces are slowly being brought up in terms of polish while others are being completely reworked. Briarbat Estate Ruins was probably the worst dungeon in the game for example but now it’s my favorite since I’ve been able to give more attention to fix how weak it was.

I really appreciate the positive feedback on the flavor text! I honestly aim to pump this up a ton because I believe that’s where the heart of this game is: learning about a fantasy world and the people who are a part of it to be able to make your way through it and hopefully feel more immersed and absorbed in it along the way. This does bring in the immersion break of Lucant’s hat vs standard RPG rules of “grab everything nailed down”. The hat being behind the grave is intended to show it had belonged to Lucant’s husband who passed away. Makoto will play by RPG rules but also has some personality to him that is empathetic to others. I absolutely can convey this better and have been tweaking it. It used to be a “Silver Sword” in the chest prior but that elicited a more frustrated emotion for some players when Makoto refused to take it.

Love the idea to prompt a save at the statues. It’s something I’ve been considering but haven’t pulled the trigger on yet. The inns and the statues absolutely cannibalize each other atm due to the current size of the outdoor maps. I plan to remake and expand them once I settle on a more permanent tileset.

As for the bosses, I totally agree about being able to guarantee escape, it just hasn’t been implemented yet. I definitely see your point about the reuse of bosses in different locations but seeing as the game is non-linear, the intent of their reuses is to provide easily recognizable “gates” you can unlock with the same “key” similar to the style of a metroidvania. I figured, worst case scenario, you fight them again but with perhaps an even better version of your initial set up and get to enjoy completely dominating the fight.

I agree with the variance being an issue as well but I don’t want to completely eliminate it because I feel it does add some excitement and makes fights feel less formulaic. I’ve been slowly lowering it to give a better feel (while adjusting other aspects) so the Relic combos still work as intended. The Awkward Headband recently was nerfed but I believe it’s still in a good place when used with HGS (but without the Barbarian Garb). I’m still carefully playing with buffs and nerfs to better balance the feel of encounters. Sandasteron and Majesta are intended to be extremely evasive enemies (Majesta’s worst nightmare is the Crystal Dagger btw).

 I really appreciate your honesty and constructive criticism. To be honest, “winning the fight on the equipment screen” is sort of the initial prototype for this game. It leans much toward being an autobattler in this sense but I understand that the way this is currently implemented isn’t as compelling as it could be. I’ve been working on expanding Makoto’s moveset (with more magical attack options especially) to get out of the “hold attack” spam, but just trying to do so cautiously to avoid borking the rest of the progression.

I’d say currently that due to having random encounters in the game, the encounters aren’t optional but the choice to grind is. It’s not a proportional reward atm but I do plan to add an optional end game dungeon that will require improved Relics and reward players who chose to prioritize getting the mats for them. Guaranteeing essence drops in place of money is something I’ve considered but I do want the rare fragments to be useful as clues to which monster drops what / provide the excitement rare drops tend to. I don’t believe essence is in short supply just that there isn’t much to spend money on which is definitely on my radar.

Cards on the table, my main priority atm (since everything could be improved but is working decently enough imo) is the story and planning the cutscenes and triggers. With the game being non-linear, I’m attempting to account for a lot of approaches and orders to things happening. There is next to zero required story in the game with Louis and Rel’s sidequest chains being the only story in the game currently but I’d like to change that.

Thanks for screenshotting typos, I’m really trying to get on top of them. If you’d like, you could send them to helloplexicraft@gmail.com but rest assured, I’m doing what I can to scan for em myself as I playtest haha 


 I’m curious, did you end up beating the demo? How long have you played it? You seem to have gotten quite far. Did you enjoy doing any of the side quests?


Either way, thanks again for taking the time to help make this project better. I really appreciate it :)

Ah, good! I've sent the screenshots via email. And yes, I beat the Voidwalker. (I used the Cracked Locket, but I presume one could also chug MP potions to do it.)

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That's so helpful, thank you :D
And yeah it is technically possible to do every fight without the "intended Relic combo" (Besides Chimes currently) but that one is especially hard since you'd need to keep up health and MP and chunk in damage when it's safe.
If you have some improved Relics that gel well with the encounter, that allows for a bit more wiggle room.