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Thanks for you're feedback. Pokémon was actually one inspiration for the battle system.

Attack animations were planned but I figured there was no way for me to get them in the game in time for the game jam, but I should have probably still put in some kind of indicator in hindsight.

There is actually some information about the attacks in the game, though it can be pretty easy to miss. Waiting on the monster info screen for a few seconds changes the info from the stats to attack info. It's something that I'll probably just change so the player can just swap between the different information at will. You are pretty much correct about the attacks though, and most follow that pattern, with a few exceptions.

The eerie static you heard was original supposed to be background ambience, and the only reason I left it in was to give a break from the overworld theme. I might swap it out for a shorter more fitting track at some point since it doesn't quite match well enough with the theming.

I think I know what you mean about the jump, but if you could elaborate on what you mean by that it would be very helpful.

I do find your reaction to the player character's design pretty amusing. It originally came to be when I was planning on what to make for the jam. I feel like it may not be the best fit, but I thought it would work the best in a paper design and couldn't think of anything else at that point.

The character doesn't SUCK, just looks a bit weird, if you know what I mean. It's more of a nitpick, tbh.

The jump doesn't feel floaty enough, which means the characters feels like it's just going up rather than actually jumping, and the falling is too quick. There should be balance between floatiness and how far you can jump. The character also jumps too little, sometimes I'm unable to reach certain platformes.

Because of the more humanoid design or just the design itself looks weird?

I think I see what you're saying about the jump. I really only got the jump to a point that was good enough and didn't really mess with it beyond that so I could focus on the combat since that was a lot more in depth. There are some platforms that reaching can be a bit inconsistent at times, but I didn't really have much time to adjust it for the same reason as the jump. Needless to say, the platformer and overworld elements still need quite a bit of polish since a lot of time went into the combat system. Thank you again for your feedback.

I mean that the character design doesn't really fit with the game, why would a furry paper girl be walking and jumping around some ruins opening chests and forcing origami monsters to fight?

I agree with you that it doesn't really make sense. I couldn't think of anything for the player character when planning the game, so just reused an idea I had when first deciding what to make. I might consider having different playable characters at some later point though.

That's a neat idea, it allows for a bit more player freedom, and they do not need to play with a character they may not like, or that doesn't really fit.