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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