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Whaaaat, that picture actually looked good to other people? I thought it was kinda bad XD

I only used stock music 3 times on three separate occasions (always when you encounter a new type of enemies or traps, as something of a gimmick but I can change it if you don't like it). Do note that the music used during the market and transformation scene were not stock, there were 'Freshing your EYE' by koosin486 and 'Rapid3' by PeriTune.

Yeah, I think the storytelling is pretty confusing, but I honestly don't know how to tie these scenes smoothly together. I'll try harder next time, though. Also, the intro and the prologue were supposed to take place in a completely different time, like months apart, but I guess I didn't make it clearer in the game. In the rooftop scene she was trying to get a better view of the sky but there were people blocking it.

That dungeon was taking place in the Argetrai with its inhabitants fighting you for reasons that will be revealed later. I guess I'll change the layout into some kind of a road that the Stoneguards were traveling on, so it'll serve more purpose than being just a dungeon. I think I'll add some notes that you can collect to read more about the lore as well. 

The tutorial images were blurry? That's weird, I thought it looked fine. I literally just press printscreen and use the image as it is without changing size, resolution, or anything. 

I think there were 2 technical limitations that you may be talking about, one is where you can get stuck in a wall during invulnerable frame and other where you can't use the teleportation after the first dungeon. The first was a legit technical limitation, but the second was something I could fix given enough time. Do note that it wasn't lampshading for fun, but as a guideline to the player so they'd know what to do in case they encounter these issues.

Yeah, I thought the frame where you're preparing your aim made it too slow during playtesting too. I think I'll remove that frame in the next version so the movement will be smoother. (Which is a shame since I spent some time making that frame, but it seems that it has to go) I'm actually planning to do a combat overhaul in the next arc of the game (not the next version, the next ARC) with WASD control and mouse to attack. And also maybe learn some JavaScript to create custom plugins for it.

The scene where they all died were....well, it's kind of a long story. Let's say I didn't know how to do stuff quite well while making the first dungeon, and that scene (and the other one a bit after that) was a demonstration of it. This problem was solved in the next dungeon, though. I think I'll remake the first dungeon to make it less janky.

Wow, your comment gave me a lot of ideas and feedback I desperately needed to improve my game. Thank you for taking the time to review!

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I did really like the picture. I don't know if it's actually good from a technical/artist point of view, but it's big, bold, colourful, and visually appealing.

The choices of music were good, and I couldn't really tell what was stock and what wasn't, so that's all good.

I kind of guessed that there was a timeskip involved and the two parts with the cat were supposed to be tied together, but it's not really clear. We need a better indication of how long the timeskip was and what happened in the meantime. Clearly there was some major cataclysmic event that we missed, but there's no indication of what that was, we just skip to the magical cat girl being exhibited as a curiosity for reasons that are not given. I think that scene really threw me; 

I think interleaving the Argetrai scenes was a mistake and they should have been grouped together, though this is somewhat subjective. In order to tie it into the rest of the story, it needs to be made clearer that this is some other dimension that slammed into the main one, or at the very least that this possibility exists, around the time it is introduced and not in an infodump later.

On that note there is certainly a risk of making the prologue too long and infodump-y. Arguably it's already at that point. A more crazy suggestion: do we really need to know the story of Argetrai right away, or can this come later? It might be better, it might be worse, but it's worth thinking about.

I should mention I briefly thought this was the idyllic kingdom we were just in, but I did figure out that it was something else entirely fairly quickly. This might be more of an issue for other players. I'd wait for more feedback on this one.

I would definitely prefer a road to a dungeon. I much prefer environments that are supposed to be something that serves a practical purpose. I think others who are more into dungeon crawls might disagree with me on this, though.

To be honest I'd just chalk up blurry tutorials to RPG Maker weirdness and leave it at that.

Are you planning to change up the combat mid-game? I'd recommend against that for a few reasons. One, it's really going to throw the player that combat is suddenly different, and they're going to ask why it does that. Two, the beginning of a game is very important for getting players hooked, and you want to put your best foot forward here.

Ah, glitches, the bane of every game jam game.

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You know what? That's a good idea. I'll remove all info dump about Argetrai in the prologue out and instead focus on introducing the characters and some backstories there instead. I think I'll put the story of Argetrai in after the first dungeon, where the player would have already gotten to play around for a bit first

This will probably have to wait until v.0.1.3 though since I want to focus more on character arts, presentation, and fixing up combat issues in v.0.1.2. Cutscenes also tend to take very long to create, and it seems like I have to create several new ones here.

No, I want to change the combat system in the next game (each game tells a story about one arc, this one is arc 3). We're going to stuck with this one for a while XD