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I liked this game overall. It has a little bit of everything: story, a flexible and intriguing combat system, and a variety of maps.

However, I felt like for every step this game took forward, it also took a step back. For instance:

  • I loved the fact that there are a lot of options for customizing your characters from the beginning, like choosing to be a physical-stat-focused warrior or a caster, and even to specialize in a single element (or all of them!)
  • However, the presentation of this combat system is...pretty plain. Using the front-view battle style made combat feel less animated, and the abundance of text the default system uses made me feel like I was reading more than I was seeing. Additionally, lack of enemy health indicators made it difficult to know how close I was to winning the battle.
  • The story is good. There are characters with their own personalities, there is history between the characters and some political intrigue, and it all has a decent conclusion!
  • However, this needs a thorough proofreading very badly. It looks like you're translating from another language, so I have to pay some respect for writing in a language that you may not know well, but it really drags on the quality of the story to see a misused word or a misspelling on every text box.

Other random observations:

  • Was your selection sound effect from the RTP? If so, it rocks!
  • The final battle was unique and interesting

Once again, I thought this was overall a good game. Keep up the good work!

Hello! Thank you for the feedback! I appreciate it! ^^

- The goal of a front-view battle system is to give the feeling you're in the hero's shoes and it gives you plenty of advantages as a developer, notably the use of less resources. At first, I imagined the game having a side-view battle scene as well, but then I thought about the finale of my game and I wanted to make something special. It's after a discussion with Tea (https://itch.io/jam/5adj/topic/691571/clarification-of-rtp), I decided to opt for a front-view scene instead. For the lack of enemy HP bars, some people like it, some doesn't. All Final Fantasy games didn't had such a thing and to go even more back tabletop RPGs doesn't necessarily show how much health the enemies have left. Having decided to not use plugins at all, I should have use outside resources (thus breaking the rules) and invest more time to create enemy HP gauges and copy for every single troops. The lack of HP indicator is contributing to a retro charm. After that, this is a question of taste, and I understand you might have want to see things another way.

- I am French. (Baguette, croissant, haha memes.) Hence my version of RPG Maker MV is in French too. As a result, most of the system messages had to be translated from French to English. However, the rest of the messages are originally in English (based on what I know), but being French I may have screwed up somewhere. If that's the case, I'm sorry for this. Can you give me some examples of the mistakes I've made and how you would have corrected it? So such a thing will be less likely to happen in the future.

- Yes, every sound and music used are from RPG Maker MV RTP only. And thanks for the compliment. ^^;

- And the final bout is the reason why I switched to front-view battle in the first place. ^^;

Thank you again! I'm glad you enjoyed my game! ^^

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Some examples of the awkward grammar and phrasing:

- Each type of weapon have their own little gimmick.
Change it to "Each type of weapon has its own gimmick."
- A spear that is made to make easier for its user to secure hits on its target.
This could be a little less wordy, like, "A highly-accurate spear," or "A precision-crafted spear that is highly accurate."
- A small shield planned for duels that increases the strength of the guard.
It's not clear here whether you're just adding flavor (by indicating that this shield is used by guards), or if this has a mechanical impact (increasing the strength of the Guard skill, or increasing the user's Strength stat). Depending on which you mean, one of these examples would work better: "A small shield used by guards in training," or "A small shield used in duels that increases the user's Strength." 
- There is people who try to escape the country by Turtle Forest because it is the closest to the border. So the Kingdom send patrols check there often for heretics.
There are many ways to approach this quote. It seems to me the point of this is to build your world while explaining to the player why they are going on this mission. The best way to reword this will depend on how you want this NPC to feel about the situation. Say the NPC is disapproves of people fleeing the country. His text could look like this: "You're here to patrol the Turtle Forest? Great! Those heretics keep stealing my food as they flee the country! Be sure to bring them to justice!" Or maybe he sympathizes with the escapees: "Another king's guard is here to patrol the Turtle Forest? Maybe the king should ask himself why so many of his citizens are trying to flee the kingdom instead!" Both are a little less awkwardly-worded while making the dialog more natural-sounding.

To be fair, I have seen many native-English speakers write some pretty awkward things, too, so you are by no means terrible; I just appreciate it when game designers polish their text so it isn't confusing or clunky.

Thanks a lot for your feedback! I really appreciate it! (Yes, about the shield, it's supposed to increase the the strength of the Guard skill - or to be exact the Guard state - reducing damage further.)

I didn't meant to be confusing, sorry about that. Thanks again for taking the time to tell me. ^^

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You're welcome! Gamedev is a journey of continuous improvement.