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Alright, I took a shot at your game. It was a solid RPG experience, but I have to nitpick on a few things that might or not be just matters of taste and not necessarily design flaws. I'll list my points below, in no particular order:

  • I am not really fond of the helper arrows on interactable objects. I personally enjoy exploration and prefer to find out myself if something on the map is a point of interest or not. They are good for things that are crucial for advancing the plot, but I didn't like them elsewhere. If my lack of interaction means I'll lose a few healing items easily gatherable, so be it. I'll grind the coin for it then.
  • I liked the non-generic difficulty settings on the beginning, and that you gave us an option to change it mid-game. I did not care for the step counter though; I think it's more of a developer design and should not be changeable by players.
  • I adored your underwater mapping. However, some of the maps above water felt a tad generic. Understandable for a month's project though.
  • The puzzles were pretty fun, although a bit too easy for my taste. A tad smaller map for the driftwood puzzle would have been nice; quite some time was spent on travelling around.
  • I liked the fact that you did not use the default font: many contenders did, mine included. However, the font was not entirely to my tastes, and the naming scenes did not like it either; at first I thought Riya's name was supposed to be Ri ya, because the I letter is shifted to the left. Same with Anwar; the W in his name seems to be too wide for RMMV naming scene. But these are rather easily fixed later on.
  • Most of the music I liked, but I had to resist the urge to turn the music off during the introduction scene where Evander is being tended by Riya. That music was definitely for my tastes.
  • The combat was pretty good and balanced against Adventure difficulty, which I played on. But I disliked the fact that you had to use Sear everytime you met those oversized slimes because of their regeneration. This basically meant that Evander had to use Sear every time during those fights, or I had to outdamage the healing. A little bit more freedom in our actions would have been nice. Same for those crabs and their barriers, requiring Riya to use Piercing Attack every turn. There also seems to be a mistake with Jump and Fly actions, or how they are shown on the turn bar. Everytime the actor (or enemy) using these had their action finished one turn before their turn actually came.

Despite the "flaws" I mentioned above, I'm going ahead and vote for this entry. I think your effort shows and you should be rewarded for it. Thanks for making this game and please make more games in the future!

Glad you over all enjoyed the game, I can give you the rationale behind some of those decisions. Generally people seem to like our arrows, with them we've tried to strike a middle ground between having to click on absolutely everything and havng it obvious where things are hidden e.g. with a little sparkle. We've tried to use it to encourage exploration in our game as you can't see where the extra teasures are unless you explore but again we didn't want players to have to click on everything.

One of our influences in ideas was Bravely Default. I think everyone who makes rpg maker games knows how annoying random battles can be at times and we liked that in Bravely Default you could mess with that and adjust it to your liking. Our implementation is a little basic but it's one of those things we'd like to built on in future to allow players to play our games how they would like.

Usually puzzles are something I do if I have time when everything else is done (which means almost never), I think the real issue with the driftwood map is that when you travel the currents those count towards your next random battle which ended up dragging the map out quite a bit and makes travelling around quite a bit more time consuming than intended.

I'm glad someone thinks the game was balanced well, I am off the opinion you can never win on game balance, it is simply too subjective to individuals and coupled with early optional content means it's very easy to get ahead of the difficulty curve, but at the same time you don't want massive difficulty spikes when players don't do the optinal content. The first group of enemies are designed to teach you the characters strengths and weaknesses which clearly they did, but at the same time the beach was a lot longer than I expected so you ended up fighting against the early enemies for longer, when we go through the game again I'll probably introduce a third set of beach enemies and bump up the second set to be introduced earlier.

As for making more games I think that's assured we've been working together now for five years and we're still having fun. Thank you again for your playing our game and leaving us feedback.