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(2 edits)

I'm a little conflicted on the battle system. There are some neat additions like EX Boost, unique buffs, and passives. The UI also allows the player to keep track of buffs and debuffs, as well as what each one does. However, I kind of miss being able to use weak attacks to combo into stronger ones. While the old system does require dexterity that I often lack because I mindlessly mash, there's something satisfying about attacking that way. On the other hand, a less dexterity-based system will likely be easier for players to learn and the game still maintains the core strategy of maintaining EP and EX efficiently.

As for the story, there wasn't much time to get emotionally invested in the protagonist's companions, which is likely due to the time constraints of the contest. Though the way the "ending" is written implies that the player merely finished the tutorial and that future chapters could expand on the companions and the protagonist's past.

For the skill menu, I noticed that info box on the right doesn't always match the description. For example, Burial Wind is supposed to be wind elemental, but the info box lists it as No Element.

Phantasmic Array is supposed to deal 5 hits, but the info box says it only deals 1. Again, it's a minor discrepancy.


Thanks for playing, and also for continuing to support me through the years. I appreciate it!

A lot of this can be summed up as 'a lack of polish', haha. But thankfully, it's all very resolvable, so I'll get back into smoothing things out and fixing what's not up to par ASAP.

As for Chains... well, I think I can get those back in. I'll have to test it and see how it fares, but we'll see.