Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Got through the Intro then played around for a bit in the Lava Maze.

The 3D is Interesting for RPGMaker, but the camera being angled down to the floor is a bit weird. Also mouse movement doesn't really work like it is currently I think, since it targets the Tiles to move to the same way topdown RPGMV does.

When you rotate via A, D while moving forward it feels like you're sliding around corners. Still, its nice that movement is rather smooth and you don't have to hardstop before being able to turn, even if I was sliding to far along missing the path I wanted to take by a tile quite often.

Theres 2 times the same magic menu with the same spells in the selection menus for Combat Actions.

With only being able to cast 2 shields in total before MP are depleted, the Mechanic feels rather useless.

The Main menu music is really hurting my Ears, not only because it started way too loud, but also because I personally found it rather annoying.

If you set the options in the Main Menu, the intro then restarts, forcing you to go through the same "cutscene" again.

You can't skip that Cutscene, nor the Ingame introduction Video, which also isn't affected by my Audio Settings it seems, blasting at full volume.

When you get affected by lustful state by the Cats, theres a missing space between "Harold" and "is lustful"

some Enemies clip horribly out of bounds, and I caught 6 Skeletons at once with a single Card. could it be that its intended to be 1 on 1 fights, but accidentally all fights end up being against 6 of the same Demon? Certainly feels that way.

Thanks so much for playing!

I don't know how to disable mouse movement. The game is built around keyboard controls with controller controls. The sliding around corners is a con for having the movement being so smooth.

>Theres 2 times the same magic menu with the same spells in the selection menus for Combat Actions.

I wish my upload speeds weren't total shit, but I noticed why that happened.

>The Main menu music is really hurting my Ears, not only because it started way too loud, but also because I personally found it rather annoying.

>If you set the options in the Main Menu, the intro then restarts, forcing you to go through the same "cutscene" again.

I might replace the main menu music. It's a placeholder for now and I never got to chance to remove it. I will add loops to the main menu with breaks so it can be skipped with the cutscene and so it doesn't accidentally repeat. I want to add more to the main menu and intro parts of the game anyways, so it will be the next thing I do.

>With only being able to cast 2 shields in total before MP are depleted, the Mechanic feels rather useless.

MP max amount with the MC goes up quickly with level ups. At first it's really slow to make everything scarier while rushing to find a slime for a full restore. But the max MP goes up very quickly over time and after you get some levels with some demons, they aren't necessary. They are a buffer between you and certain attacks. With the dungeon boss, it becomes fully necessary to use shields, mainly Anti-Magic shields, to defend against it's unique attack. In the later stuff I made in the game (not in the demo) the shields become really strong and some bosses require you to use shields to survive. The first dungeon boss does gain the ability to break shields once a player is level 20 if they grind for too long, mainly to make it more interactive.

>When you get affected by lustful state by the Cats, theres a missing space between "Harold" and "is lustful"

I didn't know about this. That shouldn't be a thing and I'll figure out what is causing that.

>some Enemies clip horribly out of bounds,

The clipping has to do with RPGmaker itself, I have to figure that out.

>and I caught 6 Skeletons at once with a single Card. could it be that its intended to be 1 on 1 fights, but accidentally all fights end up being against 6 of the same Demon? Certainly feels that way.

But when you capture a demon, the rest of it's party dies. This is because when you capture a demon, it goes to level 1 right away and it gathers the EXP from the enemies you killed. I purposefully did this to make the capturing demons feel less grindy with getting EXP. Mainly to make getting all the demons not feel like a chore. That part is fully purposeful in the game's design. Maybe I could add a better capture animation like an explosion to showcase all the other demons being killed. But the player is only getting one and the rest die off. I don't want  to make the game feel too grindy overall since it is an RPG and I don't want to loose the player's attention.

But thanks for the feedback! I'm 100% going to look more into some things and to see how other's feel to figure out the best way to make the game the best it can be!

(+1)

>mouse movement

I thought RPGMV had an option to disable mouse movement, if not, there should be control/mouse control/whatever script somewhere in their script section, either you can just disable that or comment out the parts that capture the mouse itself to fully disable it. Searching on google might help, I'm pretty sure theres some RPGMV Forums where the question is already asked.

>lustful

most likely you just forgot to add a " " at the beginning of the Text.

> Clipping and multiple enemies

Your enemy sprites are quite massive, and with 6 on the screen the clipping is pretty much unavoidable. Maybe consider scaling the Sprites down, so they fit better. If the enemy encounters are not generated somehow, you could also adjust the amount and position of the enemies for each encounter, but I guess they're somehow generated alongside the Dungeon (unless you're using the RPGMV inbuild procedurally map generator) , so that might not be an option.

Thank you for the other advice. I'll check for the option and if a script is available. The troop manager that is used to make the enemies and how they appear can be used to make everything more closer together. I'll use it to make the sprites away from the edges more just in case so it doesn't happen. Clipping might have happened since they are made to be very close together too, but I'll see what I can do.