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Feels a bit odd to have a reverse elemental triangle, but meh.

The fact that you need 5 star fragments can be easily missed and you can't return to previous areas. Would be nice to have a save option before points of no return.

Some of the items just didn't seem very useful to me beyond the area that you get them in.

The MP drains are really annoying. Fortunately, you do recover MP.

There is at least one spot (celestial area) that has wrong passability.

Definitely appreciate having tutorial items.

Not a huge fan of how you need to use a key item to change costumes instead of being able to just change them via the equipment menu.

In the mountain? path area, one of the mountain corners is missing a tile when the other corners have it.

Your characters being on the map is neat, but feels a bit odd that they are running ahead of you, scattered, but somehow manage to quickly group together for a battle... then immediately are scattered again.

That hydra multiattack is really strong, but instant? (Isn't affected by paralyze). Killed one of my party members so I had to spend some time recovering.

The secret boss didn't give me anything except a bunch of reputation? (Which doesn't seem to be used for anything?) It had a lot of HP, but relatively unthreatening if you have fought all the enemies up to that point. It was annoying, but not hard.

A lot of skills seemed just mostly useless. Paralyze doesn't really do enough to waste a turn on, silence doesn't work on bosses and I assume neither does the one that prevents skills (though the ignite or w/e does). Not sure if there is much point in bosses not gaining MP when MP isn't used for enemies in RPGM without a lot of work. Oddly, curse works on bosses.
The hit all skills each character gets seem like they hurt the party more than they hurt the enemy. Makes them really bad to use.

Some enemies really aren't clear what element they are until they use an elemental skill.

The final boss was... ummm... easy.

Not sure what made you immune to the effects though.

Thanks for all the feedback!! :) You make a lot of fair points and I 100% on some of them too. Just to go in depth on a few of critiques you mentioned:

-I opted to have no backtracking to mainly save myself some work, but you're very right that it should have been more apparent with the point of no returns so people were absolutely sure before going on. That's on me.

-Not a fan of using key items to change outfits either, but it was the only way I could do it. For each outfit I had to change the actor graphic and adjust a variable so that the game knew which outfit was being worn (for faceset reasons), and I needed a common event for that. I don't like it much either, but it was that or axe that feature and I didn't want to axe it.

-Betelguese's ultimate attack should have a long charge time and be stopped by Stunned (at least that's what my notes say. I don't have the free trial anymore so I can't actually check). It's possible I messed something.

-Full disclosure the optional boss was literally the very last thing I did before submitting, so it has very little work put into balancing and other factors. It was more put in because that was the purpose of the star fragments and I wasn't about to remove them for nothing. At least it's winnable lol.

-Very fair about the skills. It wasn't the easiest coming up with interesting ideas that were also practical, especially in such a short game. I opted to just have kinda general ideas with some interesting ones and see what strategy would come. You're very right about the Hit All magic (that hits allies too), in hindsight its just worthless and I could have done something else, but eh lesson learned. 

-Yes, the final boss is easier than I would have liked, but that's just how the stats lined up. I refuse to give a character inflated stats when they're on the enemy side, it's just not how I develop things. In this instance, it didn't pan out well. 


Thanks again for the feedback, I appreciate it! Honestly a lot of ideas put into this game were ideas I have for a future game, so I kind of think of this as a prototype for that eventual game, so knowing what works and doesn't will help when I get to that. :)

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I think another way would be to check your player equipment with a parallel event and do a quick change when you swap equipment. Obviously easier with plugins, but still doable without them.

Not a fan of enemies getting stronger/weaker depending on whether or not that are in the MC's party either, but you could have done a few things there to make him stronger, such as first turn immunity skill before the party can act. (Since he is betraying you and all (not that it is really a surprise, but he might still have a chance to cast before you can retaliate)). Just something to consider.

I suspect that since it is an enemy, the paralyze skill doesn't work completely properly without a plugin for your purpose and if you used a plugin, it could be that it stops the initiation, but not the resolution once it starts the casting.

Honestly I've never really used Parallel eventing before so I wasn't about to risk it for this, but thanks for the idea it's something I'll have to look more into. Him getting the upper hand and using his skills first is a brilliant idea I'm sad I didn't think of lol. That would have been much better, but, oh well. Lesson learned for next time. 

Hmm, might be the case with the paralyzing. I wasn't able to do much testing with it so it was more hoping it worked than anything. Sucks if it doesn't work as intended cause it kind of ruins the whole status.