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(+1)

Man, this entry was such a mixed bag for me. On one hand, I absolutely loved the oldschool zelda vibe (and references) it had going, but on the other, I ran into a few bugs that were pretty bad. Here’s some feedback on my playthrough experience:

  • Major bug #1, which based on communication with others, you’re already aware of but just to cover it anyway: After fighting Marsha and seeing the cutscene, harold was stuck in transparent mode, and had I not console’d him out of it, that would’ve probably been as far as I went in the game.
  • (Semi?) Major bug #2: The item upgrade harpy only seemed to want to do business with me once, so I only ever managed to upgrade one thing with her. After that, either option would just terminate the event processing so I was probably playing at a handicap for most of the game.
  • This game’s combat mostly just felt like a drainspam tug-of-war. I do get that its hard to make single-actor combat sequences interesting, and the clutch multi-cast system did add an extra layer of complexity to help with that, but overall I still felt like every fight had the same basic strategy to it: “If hp can benefit from drain, use drain, else try to conserve mp/gain tp so you can drain. If situation is desperate, use clutch multicast thing to get your head back above water”
  • This game would’ve definitely benefited from post-battle hp/mp recovery to save players from running back to the healing harpy every few fights.

Hey Aesica! Thanks for the feedback and sorry to hear you ran into those bugs.

I had in fact received some input on major bug #1 on your behalf; un/fortunately, it only occurs when the Red dungeon is completed exactly second, which I missed during testing. Apologies for that, I would have understood if it ended your run but was glad to hear you were able to hack through it.

I hadn't heard about the fairy fountain bug previously - any chance you can recall whatever the first item you upgraded was? I should also mention, the VS Crafting system expects any items you're trying to use as materials to be in inventory rather than equipped; I've noticed that has tripped up some players as well (not sure if it's what you experienced or if you mean it literally wouldn't launch the crafting menu after the first time).

For better or worse, Defend was horribly OP in this game and probably just about mandatory to conserving HP/MP/AP and stashing Brave Points, which was the "meta".

One thing I love about designing battle systems: you never know how the player is going to interact with them.
One thing I hate about designing battle systems: you never know how the player is going to interact with them.

I'll definitely take your experience into consideration for future endeavors. I intended there to be a lot of "correct" solutions to combat - and for the most part hit my goal - but the fact that there are still "un-fun"/slog play patterns is something I'd like to address.

(+1)

Yeah I used a lot of defend for that very reason too. Drain, defend, drain, go berserk with the multicast thing when needed, or to finish off a boss.

  • Harpy/fairy crafter: The item I exchanged for was whatever one requires the red augment item.
  • Slog play: I wouldn’t worry about it, honestly. That’s mostly just a problem with single-actor battles since there’s just fewer things to manage (only one hp pool, only one set of skills, etc)