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Hey, I am usually not into VN but I went back into your game after reading the detailed feedback you left to some other games, hoping you’ll play mine ;)

Definitely you accomplished the “heads spin” part with the story. Very convoluted with many unexplained things (some make sense later, some I coulnd’t make sense). Kudos there. I like stories and I tried to add one to my shmup even it if may not need it.

Some feedback on things I’d improve. There are some colored numbers next to the actions. Explaining those beforehand would be useful for new players, maybe even in the game page description.

Also, some actions are not very evident, I don’t know what they will do until I execute them and then there is no backtrack. I guess that adds to replayability but one thing text adventures used to do was provide hints in the text itself of what the results of the actions may be just so it doesn’t feel like you are just randomly choosing actions and seeing what will happen.

One last thing. I really enjoyed the art and I am particularly fond of dithering. Have you considered using blue noise or a serpentine dither? It creates less uniform and IMO better looking dithering. See for example comparison: https://josepvalls.itch.io/time-attack-3d uses uniform dithering (but with a richer color palette) whereas https://josepvalls.itch.io/duck-duck uses blue noise (and less colors).

Will get to yours, as you so kindly requested and much feedback provided.

If there's anything in particular  you'd like to understand about the story, I can give you an answer/explanation or tell you there isn't one and there won't be any, so you are free to take it in whatever way, rather than try to crack the  puzzle. If you'd like it, of course, I don't mind spoiling if you don't mind being spoiled.

The tutorial really was a fumble on my part, but as a turn-based game that is cyclical, I believe you can afford to find out what your skills do by using them, and at the same time you start finding out what the bosses do and how their actions interact with yours. If the tutorial was better you wouldn't feel so alone in how to engage with it, but I do believe letting the player start finding out the inner workings by themselves is an experience that they should have. I can see how that can filter some people, but it's my philosophy and I'm still unsure I should discard it. I'll fix my teaching of the mechanics, and if even so it's hard to follow, then I'll abandon what I believe in for the players.

Aren't those dithering techniques for 3D models in blender? I like the look of your uniform dithering, but I don't think it's something that 2D art can embody in the same way. I'll look more into dithering brushes and functions on Clip Studio Paint to see what other artstyles I can present with  it, but I have no idea if those concepts exactly will be available. Thank you for the tips, I wouldn't look into expanding my horizons otherwise.

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This is my go-to resource to experiment with dithering algorithms and palettes before coding anything: https://ditherit.com/ If you have your originals in grayscale I bet you can try running them here. Just look at the impact of the very first dropdown to switch between ordered and not.

The results did come out pretty good, I liked it! I'd have to paint a little differently to maximize what it does, but I'll save it for a future project and surely use it. I can already see a great use for it, no better way to show something is alien to have it in a clearly different style, so I can dither with the tool and the alien is my handmade, or vice versa. Very interesting, mucho thank you!

happened to see this today (probably youtube looking into my search history) and thought of you, so came to share 

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I had seen that already, I love it; what I’m doing is much simpler than that but it is on my growing list of things I want to look into. “Return of the Obra Dinn” does a stable screen space shader that also looks pretty neat and it’s much simpler. That is my next goal.

I had seen that already, I love it; what I’m doing is much simpler than that but it is on my growing list of things I want to look into. “Return of the Obra Dinn” does a stable screen space shader that also looks pretty neat and it’s much simpler than that.