Always a fan of classical projects like this that show off how much is possible with the standard assets of the RPG Maker :) Plugins were nicely put to use and the writing was pretty good. Although there have been too many of these descriptive messages in my opinion. The battles are fairly easy with the exception of the last boss fight that provided a welcome challenge. Really enjoyed the resource collection part that provided a nice amount of variety. The mapping was the weakest part in my opinion. I get that searching for the right path to the items is supposed to be part of the challenge but the maps were far too convoluted and I rarely managed to find the proper exits on first try. Was the menu supposed to pop up at the beginning and the end of the game? Felt like a bug to me. Also, the game froze when I tried to enter the boss area on the far left side of the map that came before it. Overall, I really enjoyed this one :)
Viewing post in The Day of Delila Fahy... jam comments
Thank you very much for the large amount of feedback!
Can you clarify about the Freeze? There should only be one actual path that gets you to the last cut scene before the Tree.
The only menu that shouldn't be popping up, was the start of the game. I added it to isolate an inventory issue I resolved just before submission and forgot to remove it. The last menu scene, is simply a lack of anything else I could think to do. I know that I sometimes like to look over my party to see what I ended up getting/using etc...
When you say there are too many descriptive messages, are you specifically referring to the moments I insert things like *Smiles with half his mouth, and exhales sharply* ??
And thank you about the mapping criticism! I will keep that in mind from now on.
Would you mind elaborating a bit about what you would rather see, when resource collection is a key factor?
I am REALLY glad you found enough about it to appreciate it!
I was afraid that my over reliance on RTP would doom it to obscurity. ;)
Don’t really know how to explain the location of the game freeze better. Maybe try walking on the top border of the map before the final boss map. Somewhere on the left side of the teleporter to the boss map you should encounter the game freeze.
Yeah, those are the descriptive messages I meant. Personally, I’m more of a show don’t tell kinda guy. So, for example, I would prefer showing a character sprite raising their arms rather than having a message describing that to me. Though I got to admit that the message is far easier to implement and given the short amount of time for a game jam this is probably the more effective solution.
In regards to the mapping maybe just try making the areas a bit wider so that the player doesn’t run into something every second step. Also, I usually prefer avoiding open borders where the character can reach the end of the screen without being teleported to another map. This feels especially weird on the top border of the screen where the heads of the sprites get cut off. But that are just my preferences :)