Hi there, Emmanuel_Rosas!
I'm Cash, one of the judges for the RPG Maker MZ Jam, and I received your game to judge for Round 1. Here's a link to the VOD for when I played your game:
Since Round 1 is finished, I am giving a review of each game without scores. The below is my review of your game without a score. :)
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REVIEW DISCLAIMER
Dear developer! Thank you for making this game :) Here's my disclaimer I'm placing before all my reviews - I appreciate all games, and I consider every creative work a gift from the artist to the audience. The very fact that you made something is worth celebrating! Being a judge of this game, as was stipulated in the rules, I had to play at least up to the first existing hour of every entry and judge the game on that alone - no more than that! If any gamebreaking bugs were found, the game would be disqualified, and I was to judge the game based on the submitted entry by the deadline - without any additional notes. Here is my overall impressions of the game. Again - thanks for creating it! I appreciate every entry, that you gave it your all, and I encourage you to do what you love - if that means making more games, then please do so! Don't let my (admittedly sometimes too brutal) feedback deter you from making future games - I really want you to succeed! Much love, Cash <3
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CASH REVIEWS: "Beyond the Star" by Emmanuel_Rosas
My first impression of this game was that I liked the pixel graphics. It evoked a style that reminded me of games of old. I entered as a protagonist whose goal was made clear from the start - to touch the star.
The quest system was very innovative, and I enjoyed the User Interface. Quite nice!
NOW IT IS TIME TO QUEST!
I often think that if a game is going to have a questing system, that it should be story-driven, rather than "go and kill 10 imps and I give you gold!" That can quickly turn into a grindfest. I have seen it done well, though, so we'll see how this game does it.
OOH, GAME LOOK PRETTY!
This game had a lot of nice visual polish! I did like how the pixel art looked, and the mapping was very nice, and the user interface was quite usable. Polished, with good animations. I don't have much to complain about here: the visual presentation of the game was quite great!
Except perhaps that whenever you gained items, the text was so small and it rushed by so fast that I was often unable to see it. I think it's better if you're going to do it such a way, to make it more obvious what the person is picking up.
DUNGEON DESIGN - ENCOUNTERS!
When it came to prowling the dungeons, I felt like the touch-to-battle encounters could all be dodged. I wasn't sure at first, and maybe even by the end, which encounters it was good to battle, because they seemed to drain my HP at a rate that I was unable to recover from in the long term.
It was nice to have a warning prompt whenever you were about to face someone strong - I think that was a good touch. However, I wasn't sure why, story-wise, every person that was on your way to the star was some kind of rival that you'd immediately fight. What is the context for the fighting? Why does our protagonist care so much about the star that he'd fight others on the way up?
These questions and more, when we get to...
...THE STORY STUFF!
Whenever I talked to NPCs in this town, they felt... just like that, NPCs. It's a shame, because the town looks quite nice! They say things like "I'm a shopkeeper and I sell goods!" Sure you do, everyone else in RPG land does that - I want to know something about this world I'm in other than "Hey, this is a JRPG world!"
There is a couple - Bob and Tom - who have opposing views on the star being false or true. But nothing more than that? I wanted to know more about where I am, what this world is like, what's going on in the area around me. No such luck.
Even the wizard simply says "to get to the star, you need to go up the Enchanted Tower". But what is the Enchanted Tower? Why is it there? I'm sure more would be revealed past the hour that I was required to judge this game within, but I would rather be gripped into the story from the start of the game, instead of going straight into grinding.
Everyone says "I want to reach the star", "My son went to reach the star", "I went blind trying to reach the star" but nothing more interesting other than that. So there was no real reason to care about more than that.
I don't think I found much of a reason to care about my mission, put quite simply.
This story would be forgivable if the battles and battle progression was more exciting. There were a lot of battles where the strategy just amounted to what seemed to be endless attacking. Enemy after enemy, and they were mostly acting the same. I would spam attack throughout. Perhaps there was a level of strategy that I was missing, but I couldn't find it, and I really did try.
It also seemed that a lot of the battles relied on RNG, especially on the boss at the end of the first level, I found to be quite weird - a couple tries I did while using an entirety of potions, and it wouldn't work - I died each time. But then I tried to defeat it maybe a third time and then it was easily defeated using the same strategy, without a single potion. The only thing that changed was the RNG. At that point I felt like whatever I did in battles, it really didn't matter too much apart from when to attack and when to heal, and even then, I seemed at the mercy of RNG. Feel free to correct me if I'm wrong.
Then just as I was about to finish my hour of the game jam, I entered the second level and got oneshotted by a ghost. Not sure if this is a flaw in the gameplay balancing, but it certainly felt quite punishing! Again, I could be missing something, but if you watch the video provided, you could possibly give me more tips.
However, despite whether or not I used good strategy, this is the experience I had, and that is all I can judge it on.
OVERALL IMPRESSION
This was very nice looking, and it had nice presentation, however I felt that the battles were quite a grindfest for my particular build. I wished there was at least a bit of extra story to flavour the game, and to break up the monotony, which is a shame, because the game looks visually quite well presented! However, I found that it would have been better with more interesting decisions in battles.
Aside from all the above, thank you for making this game! Every game is a gift. I appreciate it greatly.