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(+1)

Hey there! I was able to get past the part with the bus and defeated the muggers. I think the other reviewers were maybe tripped up by the fact that there were 'decorative' bus signs in some of the other areas? I didn't find it confusing, but maybe I'm more used to this style of game.

I was able to defeat the gang leader and saw the message about it being the end of the game so far. I quite liked what's there so far. Here are my thoughts so far.


Environmental design:

I think you have a very strong aesthetic with the modern city setting. The 'nice' area where Ellys works and the bad area where she lives look very different, and they each have a strong theme going. There's a lot of variety with the characters, and the more cartoonish in-battle sprites are a lot of fun as well. The thin outlines sometimes caused the characters and backgrounds to blend together a little, at least where the backgrounds were a little busier - maybe you could experiment with the outlines? I was able to get around okay, though.

I also like the hints we're getting about the setting so far - there seems to be a lot of inequality, and the name "Status Quo" makes me think the game will end up dealing with that. I'd be interested in learning more about the world and why it is the way it is.

I really liked the idea of the zebra crossings, too. It's nice attention to detail. I was confused at first, but when I realised what was going on, it made me smile.

Some other reviewers have mentioned the lack of music. I think it would be nice to include some ambiance. Maybe not a full soundtrack, if you want to keep the feeling of a quiet city late at night, but perhaps some environmental sound effects would be nice.


Battle mechanics/gameplay:

I think the idea of the three different stances has a lot of promise. It gives you more tactical options than you'd normally have with just one character, and the fact that your "health" bar can be used as a sort of "mana" is very interesting. You have enough here to set you apart from standard RPGMaker battles, and I think you can develop this in a lot of interesting directions. I got to choose a skill after defeating the mugger boss, so you have some opportunities for character development here.

The battles that are in the game right now are pretty simple, so the stances didn't matter that much, but I think you can interesting things in more complex battles. Maybe it's worth trying to have a combat demo about what battle mechanics in the mid-game would be like?

It was a bit annoying to have to pick a stance every round. I didn't really find myself changing strategies that often, especially because the defensive skill and the healing skill were a little too weak to have much of an impact. Maybe you could instead tie it to the skills? E. g. when you use an Ego skill, it puts you into the Ego stance too? It's worth experimenting with.

The fact that it's specifically talking about facets of your personality makes me think that the combat skills will end up having an influence in dialogue as well. Do you plan to tie these in? That would be pretty cool, and not something I've really seen in RPGMaker games. (E. g. if you pick a lot of Id skills, Ellys will become more impulsive.)


Overall experience:

You have a promising start to a game. There aren't too many modern urban RPGs, and I'd be interested in seeing more.

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Thank you so much for the feedback! I'm so glad you enjoyed it!

I was concerned if the environments stuck well enough to give it a good modern city setting, as you mentioned there aren't a lot of RPGs in that setting so I had little reference to work with.

As for the battle mechanics, I haven't developed them too much, most skills were a placeholder so I could gauge how people feel about the overall mechanic, but I am seeing recommendations to keep a skill tied to a stance and I will definitely play around with that idea! I think you'll be pleased to hear that I do plan on tying the dialogue options with the battle mechanics! Depending on how you respond/interact with NPCs you'll level up a certain stance! I'm still playing with the idea of allowing you to learn new skills via leveling up a stance and using skills of a specific stance to level it up, I think it would end up being too unbalanced, but I was trying to make the level of the stance influence the strength of the skill.

I've been working on developing the story over these past months, so for the next update you'll get a better taste of how things play out ;)

If you'd like to keep up with the game, you can follow the twitter account @QuoTheGame !