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(+3)

Okay, so before I get into it I'll cover the bugs I found, get that part out of the way:

  • Tutorial replays if you fight the Crawk when it respawns
  •  When Skeyedar uses Glare, the target's name is appended with "undefined" (whether used by an enemy or party monster) (this also happens with Snamair's Thump)
  • The boss gate visually separates you from your last monster slot, which is a bit jarring
  • Party Cheer raises AP but the battle log message says MP

Surprising no one, SmashArtist has made a visually beautiful game. I love the concept and the Pokémon-esque nature of it, though that also introduces an issue I'll get into in a second.

The intro was cool, but a bit abstract. I wasn't entirely clear on how I got where I was or what I was doing or *why* I was collecting these monsters, but you've said you plan on expanding the story so I'm sure you'll address those points.

Tilesets, like the characters were clean and functional. There is a minor nitpicky issue I could bring up in the placement of the trees next to cliffs (you occasionally have a half-tree that goes flush against the side of a cliff edge, but realistically there wouldn't be room there for the other half of the tree) but that's a very, very minor point in a game that's almost visually flawless.

I liked the tent mechanic, though it would have been good if there were a couple more items to craft. After the Star Sword and Star Shield I didn't need to craft anything else; items were plentiful enough on the map that I never needed to make any.

Battles were, on the whole, fun, but the party system introduces a problem: being able to act with the kid and 3 monsters in battle makes you vastly overpowered compared to the enemy. After I had a full party, in every battle where I didn't want to replace a monster I just attacked with everyone and roflstomped whatever I was fighting. Pokémon gets around this by only allowing one of your monsters to act at any given time, which I think might have lent an interesting strategic element here. Though I understand that you used no plugins and this isn't something you can do easily in the default engine.

The additional on-map ability of each monster is also engaging and fun, but the nature of how the party functions works against it. It's difficult to get attached to a particular monster when you end up having to replace it for no other reason than to bring in a monster that lets you access a part of the map you don't have the ability for yet, and the distribution of these areas meant that on a couple of occasions I had to backtrack just to replace a monster to get the item and then go and replace it again with the monster I had originally because I only wanted that one for its map ability. But again, without plugins that's not something you could easily do anything about so I don't count it against you.

It may be because I ended up partially power-levelling, but I have to disagree with Drifty about the boss being perfectly balanced. With a stun ability, the Star Sword, and a couple of 20+ damage attacks on my other monsters, I made mincemeat out of it. I think it got one attack off the entire fight and it dealt hardly any damage to my monster. I think you could definitely have gotten away with tuning it a bit higher.

Overall, though, this is definitely among my favourite entries played so far, and I think you've done a phenomenal job that stands a very good chance of going far in the contest. Well done!

(+1)

Hello, thanks for playing!

I will take note of those issues, thank you for pointing them out.

In terms of crafting, originally I wanted you to be craft and change equipment for monsters as well, but time constraints cut out that plan. So there should be plenty of room for more items to craft in a later version!

I agree, your party can get very powerful when facing enemies, as those enemies would have the monster base stats. I had hoped to allow for battles with multiple enemies to counteract this, however again I ran out of time and didn't have the time to implement it. (I had to make sure the interest system would work with multiple enemies)

The boss was a big struggle during development, with every playthrough it's difficulty would change drastically based on your party and the boss's RNG. It will be something I will work on improving a lot in the future and hopefully be more interesting to fight.

I'm happy you enjoyed it despite it's flaws, thank you a bunch for the feedback! :D

(+2)

My second time through I made the star sword and shield and was a bit higher level with better creatures. It was much easier. The first time through I didn't get the upgrades and levels and it was actually very challenging. 

(1 edit) (+2)

Ah, yeah, if you didn't have those it makes sense that you found it more difficult.

One thing I originally had in my notes was that "Do Nothing" was pointless when your monsters can Defend every turn, but what I didn't notice was that doing so results in the interest meter going down, which can mess up your taming efforts. It does in fact become a bit of a strategic element where you can keep the bar exactly where you want it through a combination of Agitate and either defending or Doing Nothing, which I eventually found quite fun.

(+1)

Oh what a relief that someone else forgot that Defend reduces interest. That's another note to dev - seeing instant increases and decreases in interest would help people like us remember the effects of attacks and skills. A bunch of battles went by where I thought that some moves were broken because interest wouldn't go up (But it was really because I defended twice and used the +2 interest move).

Thank you for another great point!
Originally I had a bit of tutorial dialogue that explained how monster "attack" and "defend" moves also effect the fight, however I implemented it wrong and therefore it doesn't appear through the intended way to play.
The way I implemented the interest meter made it so that I didn't have a way to have an instant effect on the meter (possibly I completely missed the way to implement it like that). This will be really helpful feedback though, I'll have to make a note of it!