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I like the RPG system, music was fitting for battles and overworld, though a bit loud. There was a more foreboding track of music that played of which i don't know how I triggered it, was that one of the secrets? The origami art was really nice and matched the theme well. You should try adding a message or animation that comes before the attack is dealt to the enemy so that the pacing allows players to register what happened, it went by so fast that I couldn't fully process the series of events and only compared their hp after the turn finished. Great job with your game!

Thanks for your feedback, and I'm glad to hear you liked the music and art style. (even if it was apparently too loud for you)

The music being too loud was something I was concerned about, but not something I can easily adjust as everyone's audio settings are different. I would probably have to add some sort of volume option or a way to toggle the music. The other track you heard supposed to be  ambient track, but it wasn't noticeable when played with the overworld theme, so currently they alternate between the two since as I felt that the overworld theme nonstop would get tiresome eventually. (Though a secret music track would have been a great idea)

I completely understand having a hard time keeping up with combat, and attack animations was something that I had wanted to do, but had put off since I knew there was no way I could get them done in time. I think I'll also add some sort of message as you suggested as well.

When initially planning the game I wanted to make sure the player didn't have to wait too long during combat, but it seems it's still too fast for people. There is actually something of an indicator in the game currently, as when a monster takes damage, the amount of damage appears on the screen briefly, but it's probably hard to notice if you don't know what you're looking for.

yeah, some sort of indication that something on the right side of the screen is happening, it could be like a flash before the numbers appear or the player character inches forward to show it did an attack so the eyes are guided from left to right, idk, but def credit to you for not keeping the player waiting