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(+2)

Greetings Lunesis Studios.


Just finished your demo and I want to say what a great game, especially for an RPG Maker title. It's actually very similar in concepts to something I've been working on for a couple years (along with some similar lore), though I doubt I'll ever finish my project, so I want to thank you for making a game that almost seems custom-tailored to what I like to play ^_^.

Everything about the demo is great, from gameplay and pacing, to graphics and music. I had a greally good time playing it over the last couple days. The game is so well polished and designed. I can't praise it enough.

That being said, I noticed a couple bugs in the latter half of the demo; Nothing gamebreaking, and they do not detract from the enjoyment of the game, but thought I'd mention them incase your testers missed them. They're all very minor things,

Mapping Bugs:
-Mansion with Elf Maid, the port town. You can break into the black outer area of the map by heading through the wall at bottom of the upper-right room on the top floor.
-Forest after port town; You can move diagonally into the mouth of the hillside where the water comes out just near the rare monster fight. This lets you get up to some shenanigans with cliff climbing.
-There was one more I noticed somewhere between the previous mentioned section and the desert town, sorry I can't recall exactly where that one was.

Typos:
-Desert Town Weapon shop should be "Ensure quality" not "Insure quality".
-Mordrus' Natural Disaster currently has the same skill description as the Elf's 5TP move. However, rather than Fire, Ice, Thunder damage, as the description states, it actually does Wind, Earth and Water damage. I assume the description is the bug not the actual skill, seems the actual skill aligns with his associated elements.

-Probably there was more but those are really the only two I remembered, so I think you did a great job here.


Game Design (These are probably more design decisions than bugs):
-Getting multiple Treasure Chests that are near each other, often results in receiving duplicate items. Are they perhaps randomly generated on a seed? This isn't that big a deal when it comes to receiving Armours, as most Armours can be equipped by multiple characters. But when you beat a rare enemy/boss and receive three identical Spears from the four  chests it was guarding, it's a bit more of a downer, considering it appears Weapon Types are not shared across any characters. You can still sell the extras, but it'd be better to get something different.

-KO'd allies at battle end receive no EXP. I know this is how traditional JRPGs do it, but I had a long boss fight where I could have finished the boss at any time, but got stuck into a cycle of reviving an ally only for the boss to take them out immediately as soon as I revived them. In the end I just lost all my patience and items and used my skill that had be prepped for many many turns to finish the boss off, but it was frustrating, forsaking EXP gains for that character. Technically, the character still fought in the fight until right near the finish line, so really they still would have gained combat experience, which is what EXP systems are supposed to represent. Perhaps the no EXP for KO'd allies trope is best avoided to prevent tedious situations such as that?

Overall, these are all very minor things and I think you've done a fantastic job with the game overall. Really looking forward to more, good work!

(+2)

Thanks for your playthrough and feedback! I've went ahead and fixed all of the issues you've mentioned here for the next build, included the no exp on death part. I'm a strong believer in rewarding the player rather than punishing them, so why not? Let me know if you remember the other passable tile in the canyon map.  The next build should have random equipment affixes (random chance to have stat prefixes and elemental suffixes) to spice up the randomized drops a bit and make them more varied. (I can also push the chance to drop more Aiya specific weapons and armor on that map since Isaac and Orman may already be decked out in Iron.)