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Right off the bat this game has a nice options section and good title music. I really liked the settings that were picked to be the game's default settings but in-case you don't, this game allows you to adjust many of them. Nice start!

The 'Reid event' forgot to check the direction fix checkbox. :)

The maps are small and easy to navigate which is a plus, but they do feel very copy pasted.

The animations were picked well and the sound design of the game is great.

The skills and damage numbers are not balanced with the enemies in some cases, however you start with a good number of skills in the party. I like the "less is more" approach at the beginning, but maybe look at some of the numbers. Some of the attacks deal 0 to the mushrooms enemies. Later on it balances out, but early on it feels too hard.

I find it a little confusing who is doing what and which skills I'm using with this front view combat. Sure you select your moves and then they all play out at a decent speed, but it kind of gets all mushy. It's not clear who is strong or who is weak during the round because there is no indicator of who is using which move as it's being displayed. I think adding a simple indicator that displays who is currently taking an action could improve to the overall feel of the combat.

I like how leveling up heals the party and you get plenty of new skills to test out and play with. The first few fights can seem really rough though. Bucky is super weak and needs and attack boost just to be on par with the other characters' damage.

Once you get some coin and upgrade your stats it gets much easier and much more fun.

Smite is so very overpowered and so is Gale (used by the Crazed Pirate Captain). I would turn down the frequency that he uses Gale. It wiped the party in two rounds.

One of the chests showed no text popup, I'm not sure if it did anything else, maybe it did and it's just missing the text popup, or maybe it did nothing. But one of the random chest rolls has a bug.

Minor heal doesn't work sometimes and I'm not sure what's going on with this.

I don't understand why you lock the player out of the extra shops and restrict it to minimum of 10 treasure score to even access the vendors. Seems like an arbitrary restriction to me.

There's a bug somewhere, maybe it has something to do with me selling my treasures... idk but if you reset the day after selling your treasures, your treasure score goes to zero and then the chests are empty. Shouldn't the chests re-populate with the items I found and sold? I mean the chests close and everything but opening them again yields nothing. No text, no items, no treasure score. You might want to check into that.

Alright, I think I found a way to break the game. If you walk into the town right when the timer is going to expire you will transfer event right back out of the town and then none of the npcs will reset your timers again. You can fix it by getting on your ship, running the timer out again and then resetting it at the lady in the back room, BUT it still doesn't reload the chests and your Treasure Score becomes 0 forever, with no way to increase it. So I failed to beat this because of this bug, but I'm gunna play again on stream and try not to break it this time. :)

Overall when judging games like these it's important to look at what it's trying to do. I think this game did well for what it was trying to do, bugs and all. I find the buying of stat boosting items compelling and I want to keep improving my characters to a point beyond breaking them. I like it, great job.

Thank you!

Reid is so drunk, he's just wiggling around and changing shape...yeah, that's it. LOL

I think the some of balancing issues are because the map is too small. If it took longer to get to more difficult battles it might work better. I'm still learning the balancing thing. The battles were all to easy so I scaled the stats up across the board, but didn't have time to check it out.

Ah, the problem of the front view battlers.  I need to learn different ways to make that more interesting,  but I really don't like side view battles.  I should have used CBT or something.

I noticed that weird chest, too, but couldn't figure out why it didn't show the notification. It's also weird because it's a copy of all the other chests of the same type...

The vendor restriction is absolutely arbitrary. I did it as a kind of incentive - like "oh, I have to see what's behind that door!"

That bug really puzzles me.  If you do three tries and don't reach 300 Treasure score, it will reset to 0.  I was going for a rogue-lightish thing with this game. Staying at the inn should reset all the chests, but I didn't flip those switches at the "sorry, you didn't reach 300" event. That should fix that. Maybe.

I'm just glad I finally made a game that wasn't missing files or full of game-breaking bugs!  You can't learn without doing it so I'm glad you do these game jams. I've learned so much about RPG Maker over the last few years from watching your tutorials and streams.

Now I just need to start thinking of what gimmick I want to try for January's jam!