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Initial thoughts: combat flows interestingly as a Valor player. Turning this into an RPG using Valor techs, without it actually being tactical/grid based is a challenge, and it makes sense. Throwing combat in without tutorial tips might be harder to understand for players who don't already innately know the system it's based on.

Bug report: Alesha's Cover skill shows up in the Support menu, and has no tooltip text.

Feature request: Explain Compulsion beforehand, and have the Support tab glow/be highlighted somehow when it's necessary to be used.

Overall, a good first showing. Excited to see where the project goes.

All good points that I'll try to address going forward.  I'll see about adding some event dialogue to that fight to tutorialize Compulsions, and about making stuff that wants to be used glow or catch the eye.

One of the reasons I'm considering moving away from RPGMaker for the commercial game is to make tactical movement a thing.  There ARE plugins for it and I wanted to make it tactical, but the plugins are either incompatible with Yanfly Engine or have incredibly bad documentation, so we ditched that idea as unfeasable in the scope of a 14 day game jam.

Thanks for the bug report, will try to address those before the jam ends and put up a 1.1.1 version.

Added version 1.2.0, which fixes a softlock and adds a tutorial! https://taliaellib.itch.io/isekaionline-beta-test-blues-mfgj-summer-2020-edition/devlog/165360/version-120-the-glory-of-scherzo