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(+1)

Pretty well polished game with a fun variety of gameplay aspects. Writing was good, story was cool, and it ended at a natural place for a jam game. In general, I like when a jam game has a beginning and end, and isn't just the first part of something larger, but I think this is the next best thing. I was looking forward to more combat and cool moves though! I seriously thought I was going to be looking for 12 shadow monsters, which I wondered how you'd fit into a jam game.

A few issues made me confused - I turned on instant text, and I think perhaps I made the text move too quickly when Lucretia goes into the empty classroom after school. The movement route froze her in place after that and I had to restart and be more patient (thank you autosave). I also completed the tile puzzle, but the solution didn't trigger until I rotated one of the tiles 360 degrees. I'd also suggest you make the player semi-transparent while they are turning the tiles, since I had to step off a lot in order to see if it lined up (EDIT I saw you have another solution in mind already, which looks good to me). Lastly Lucretia's "kick" wasn't quite a kick. As always, I'd love to see some cool action sequences in there for moves.

Hope to see some more chapters, and well done jam entry!

Thanks for playing and the feedback, Human! I'm glad you liked the writing and story.

Hmm, I've never played on Instant text. I'll check it out and see if I can replicate the issue with that scene. 

Regarding, the tile are you sure you rotated it 360 degrees? There's one tile that looks like it's correct, but isn't. (I always forgot that one when I was testing.) It's the tile on the second row, second column (starting from the top). If it wasn't that one giving you issues, do you happen to remember which one? 

Haha, yeah. I realize I could have renamed it Magic Punch, but I want her to be a kicker. I was planning on changing her SV battler to accommadate that actually, but is there a way with Action Sequences instead? I'm not familiar with them and since a normal battle was a last minute desiscion I didn't have much time to check out all AS could do. (To be honest, this is the first time I ever even used the battle system ^^;)

(+1)

I swear I rotated a tile 4 more times and it "clicked," but maybe I'm just a goof. As far as AS for a kick, I don't know what that character sheet looks like, but you could do something silly like having the battler jump onto the target and kind of flip off. That would be kind of kick like. Or if there are any frames that look kick-y, it's super easy to select those for motions. Let me know in the server if you ever want to get fancy with attacks!