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(2 edits) (+1)

Ten other games used a very similar default starry night title art. This is already a drawback.  While this game does use it's fair share of default assets it's to be expected of most entries. At least some efforts were made to customize them, like renaming them, adding descriptions to them, adjusting icons and balancing numbers. The bare minimum effort was made, which is more than I can say for some games.  

Any attempt at using a lighting engine would probably be a good thing for these maps, unfortunately there are no lighting effects. 

There's an item in this game called "Mental Tomato" and I couldn't help but giggle when I read it because it reminded me of that old show "Attack of the Killer Tomatoes." This particular example is very niche, but naming your skills and items is an important part of game design and I like that One Final Wish made an effort to do so. 

The writing isn't bad and it feels organic. I appreciate the proper use grammar. 

The way the game presents the tutorials is great. They are there, but you can quickly say, "Meh no thanks this isn't my first rodeo." Which is followed with a couple of key items that you can optionally check if you get confused later on. 

Simplifying the elements to use only three is also a good move because that makes it simple and now we have a rock, paper, scissors system that pretty much everyone can understand without much effort. 

The battle system is balanced for the most part, although maybe a little easy for some people. In general it's better to make your game a little more on the easy side, rather than the hard side for a game jam. (Rehabilitate should be an instant cast, and/or make it take less MP)

I appreciate the warning before a hard fight. Gives me time to heal up and save.  You start with a decent number of basic items but not an overwhelming number of items to read and understand their use. I like that when you level up you get a full recover.

The Albeta's MP drain move it pretty brutal, but the number of MP restoring items you start with make up for it. 

There's a ton of dialog in this game, but not in a bad way. Most of it comes from the optional events you can choose to interact with if you so desire. However the exploration is rewarded so even if you don't want to read everything it makes sense to checking the cupboards and dressers for alternate outfits for the main characters. They do more than just looks in most cases. 

Some of the cold attack spell animations look more like fire(very minor issue really). 

I love the Mind Ribbon item design. Big magic attack stat boost, but doubles MP cost. :)

How many star fragments are there? How do you charge the giant crystal in the crystal cave area? I found two smaller charge crystal items, but you can't use them and trying to access the large crystal event does nothing even while holding both of the items in your inventory. Did I miss a third one somewhere? I wish you would let me backtrack a bit. Going forward and not being able to go back will give some people anxiety because they will think that they've missed a secret or something. I know I feel like I missed something back there and would have liked to go back to investigate further, but the game doesn't let you... what a shame.

I love that there are no random encounters, just enemies on the map that you can engage or avoid. This makes any backtracking a player may have to do less painful.

I found a spot in the map.(next to the Mind Ribbon blue chest, that lets you walk up the walls) Not game breaking and should be easy to fix. 

This game is very linear and doesn't let you deviate or backtrack at all. I wish it was just a bit more open ended and gave the player the ability to re-explore the maps.

Overall I really enjoyed this game and I feel like it's executed well. It's not perfect and there's more default than there should be, but this is a game jam and it's to be expected. To be honest One Final Wish really impressed me because I had a lower expectation by just looking at it. If you truly give this game a shot I don't think you'd be disappointed. The game design is pretty solid and the battles are fun and balanced(with some exceptions), with a simple rock paper scissors mechanic. White the story isn't amazing, the writing is done very well and this game should be viewed as a contender in this competition. 

(+1)

Thanks for the detailed feedback! You make a lot of fair critiques, some I expect and some I can learn from for sure! :) I made a decision early to not let the player backtrack, strictly for the purpose of the Game Jam to 1)make it a straightforward game and 2)limit my workload a bit because I would've gone back and created all new dialogue after each event and that would equal a lot of development time.

Very true about players feeling anxious about missing things and not being able to go back (I feel that in games too) and I would love to go back eventually and make backtracking a reality (and more openness as well wouldn't hurt). As for star fragments, there are 5 total, one in each area, and the energy for the crystal (4 total) is all located inside the dungeon itself. 

Glad to hear you enjoyed it, because to me that's the most important thing I want out of making games. :) Still have a lot I can improve on but that will come in time.