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Okay, I played through the game on normal difficulty. I made my main hero(EEEEE)a Warrior, and his sister(YYYYY)a Priest. Third and 4th members were a thief and a tank.

Did you know the warrior is actually super overpowered? I did normal attack hits for around 250, while the rest did around.. 100? I thought the thief was the one dealing the big numbers, but even with it's backstabs, he felt so.. well. Weak?

I mean, doesn't really matter for now, since it's just the early parts of the game, I'm sure he'll grow in power?

The mines were a tad laggy. Mostly the transitions between area's. I also feel the encounter rate is a bit too high(it gets repetitive quickly).


It's nice though. I love the Etrian Odyssey style :)

Also, if you manage to get it done: busts when talking to townsfolk would be really amazing :D

Thanks for trying out Our Adventure (prototype)!

I'm aware the balance is pretty messed up right now. It's probably one of the first things I'll be working on after a few days' worth of rest. I basically worked around 16 hours each day for the last week trying to create the game up to a point I'd feel comfortable releasing. Just one week ago the game ended abruptly when you register at the guild and that's like, 5 minutes of gameplay? I had (foolishly) put off creation of the enemies at that point and since I tried to crave them in at the last minute, well... I guess it shows.

You'll probably want to try a thief in the future versions, too. They will have some very useful (and even required, at points) utility skills such as "Find Secret Doors" that will allow you to reach areas in dungeons you won't otherwise be able to enter.

As what comes for the mines being laggy, it's probably because of lots of events here and there. I might consider using a preloader to see if that helps it anyhow.

The busts will be done by Punamaagi sometime in the future, I'm also considering to add some pictures for town inside areas (like the guildhouse or town hall), just like Etrian Odyssey. Gives you lots of immersion, I'd say.

I'll be sure to try your entry some day, too. I'm just going to have a few days' rest before returning to RPG Maker MV.

So the thief is more of a supportive character? Wouldn't it be awesome if it has more of a supportive role in battles as well? I imagine a sneaky thief sporting a dirty playstyle, actively blinding enemies or crippling them, so others have an easier time sustaining their attacks or something(think single target debuffer).

I look forward to a further release of the game :)

Hi there! As the game's would-be artist (and general helper person), I can confirm that busts were planned for this version, but due to time constraints they couldn't be finished in time. My apologies for that; if my real-life schedules permit me, I might try to finish the busts before the end of the year (or whenever the post-IGMC version is released).