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This feels like a work of art, I love the theme and the style direction but even with the exposition it's difficult to understand what the stats and gameplay abilities actually do and it suffers from that old JRPG quirk of having huge numbers that just make things even more confusing. Maybe some kind of HUD that shows your RPM/Health and enemy health might help?

It's left me feeling like I think I'm having fun but have no idea what I'm doing and just picking abilities at random.

Thank you for the feedback, I didn't think there'd be a need to see how HP/RPM is doing post the Turn Start display but even without a HUD for it, there should be at least an option to take a look at it again. RPM x DP based damage didn't look that good on smaller numbers, originally it started at a 1000 HP, but testing things that increase your/the enemy's  DP,  RPM absorption and stuff were quite hard to balance on that tier, and mostly favored the enemy.  It's the same technically, but a 15 increase is more intuitive than a 1.5 increase to me, so I went with larger numbers to make the smaller ones more sensible. 

At first it intentionally feels that way, but as it's a cycling game, you unlock the enemy's stats and their actions the more you fight them. I wanted it to mean getting used to them, at first you don't know how much life they got left, nor what they're planning, but as you become used to it in-game, you can know when they're attacking or not attacking to charge on their turn. (didn't implement that for the final bosses because itd be too cruel, though). 

Being my intent doesn't mean it's good and should be forgiven though, but I wanted you to understand why it is the way it is. 

I'll try to improve things when I'm working on it again, thank you for feedback on the experience. I'd love for you to have fun with it and be able to truly say so, instead of being unsure of your feelings.