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(+1)

Thoughts recorded during my playthrough

+ = I liked it

- = I didn't like it

* = Comment/neutral

====================

+ Beautiful bust art!

- There are grammar issues and the occasional typo, but nothing that makes the story difficult to understand.

- If a thing is not alive, how do you kill it?

+ Cool monster art. It's custom and animated!

+ On screen encounters. Nice!

- No battle back. Boo.

- Battle system is a simple spam-attack system. There aren't any special skills to play with.

* I'm not clear about why I sometimes see  a purple glow when I attack.

- OK, now I get it: the purple glow allows the character to attack again.

- Basement battles are boring. There's nothing more to them than just spamming "attack."

- I really don't like it when I'm presented with a choice that I obviously won't say "no" to. Just let the thing happen when I interact with it! I'm specifically thinking of the keycard to the basement and the green glow in the basement.

+ Moving battle back is trippy, but not too distracting.

- Boss double-hits for massive damage. Seem kinda cheap.

+ I love the in-battle dialog in the boss battle and that there are dialog choices

+ I love the custom animated boss

- Besides their elements, I'm not sure what the difference is between the different charges. For example, why would I use a fire charge instead of an electric charge?

+ That's a unique way to handle a "game over." While it is not the best in it's current form (basically just a cutscene), I'm feeling a bit inspired by it.

- I have to backtrack through the dungeon after defeating the boss. Realistic? Yes. Annoying? Yes. Unnecessary? Totally. Just teleport me out or leave something in the dungeon that makes the backtracking worthwhile.

- It's also weird that I'm facing the same direction when I exit a door. Be sure to use the "Direction" option when transferring a player to another map!

+ Cool transformation sequence

- I don't see Asia until after the transformation sequence? Why not before?

+ I like that I now have more skills in the second mission. It makes battles more interesting.

- I still don't know how the elements relate to the enemies.

* HP bars for enemies would have been nice to better gauge how well I am doing in battle.

* I did eventually figure out that certain enemies are weak against certain elements.

- The second boss can sometimes get a second "purple glow" turn. This means I can go from full health to 0 health in a single turn. It's unbalanced.

Summary

My biggest problem with this game is its battle design. To be fair, this is one of the hardest parts of RPG design, but having a boss that can hit a total of 4 times (2 x normal attack + a second set of attacks from purple glow) with massive damage is completely unfair. That's not to say that I disliked everything about the battles; the in-battle dialog was a nice touch, and the animated custom enemies are top-notch. I even applaud the attempt to do something unique with the boss attack mechanics; it just needs more refinement or a different approach. Keep experimenting!

The game is otherwise straightforward, and I loved the custom art. I'm also a RPG Maker user and enjoy seeing what other people make with the engine. I hope you continue to improve your skills!

Thank you for taking your time playing it! 

Really appreciate the review! The battle system will be polished for a better understanding (There was a message that was shown when you hit an enemy weakness or strength but It got bugged because of the animations. It's fixed now! ) 

Oh, Asia is the "bossy girl" from the start! Couldn't draw her bust design using the Organization's Uniform on time... and her having one also meant making one for the Main Character too ノ_<、