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Hey there TheLastYuriSamurai, I got your game for judging so here are some of my thoughts. A tactical battle system with unique monsters is a fun idea, though I almost wish there were more battles and less dialogue in the game since the battle system was the highlight of the game. The art style was a good choice and the monsters were all adorably unique.

The battle rounds were all different enough to keep things feeling fresh without leaving me confused as to what I should do, which made me play longer than planned just to see what other tactics I could use with different monsters. It was a bit difficult to judge whose monster was whose on the battlefield, it would have be nice if enemies or my monsters had an obvious marker. The colors for where you could move and attack were also hard to see on lighter backgrounds (on the white sidewalks I could barely see the squares), so it would've been nice if those had a solid darker outline. Being able to fight people before the main rounds to get more monsters is a good way to get around bad RNG, but it did make the final fight easy since I had an overpowered team. I'm not sure how you could tweak that to make the fight challenging without being unfair, but if you could find a balance then it could make the final battle really feel like a test of my monster team and strategy.

Overall, this is a fun little idea that I could see being expanded into a larger game. There are some issues, but I'm sure you can fix them with a bit more time.

(+1)

Whew so before I respond, I really want to thank you for your review. I've been lurking in the rpg maker forums for... gosh? 7 years? Before MV was even an engine I believe. I have such amazed memories of seeing all your custom art in the forums that you created for FREE(?!?) and seeing such a veteran play my game is honestly awesome (even if it was mandatory for a contest haha).

I'm afraid I have a problem with making my games a bit too wordy, and I definitely agree I could have put the bonding session in a better spot/expanded on the rounds a bit. I'm really glad you liked the overall battle system.

As for the battle system's art I'm grateful you pointed this out. I think it's the first comment to mention this and it's definitely something I'll be adding to the log to fix up for a future update/release. 

As for the overall strategy/difficulty level I was definitely nervous making the battles too hard as to get good mons you might have to grind a bit, and I was hesitant to require it even more. I definitely think having a higher list of monsters (I'm thinking 25 might be a better number) and being able to implement the different attack ranges that I wanted (that I unfortunately had to cut for the entry) will help. I also want to expand on the physical vs magic attacks more as while implemented... it wasn't expanded on enough and that could definitely be worked on. Out of curiosity, how did you feel about the 3 on 3 battles? I feel like one issue I have with games like fire emblem is how difficult balancing/gameplay can become when it's a 10 v 10 or 10 v 12 battle. Perhaps 4 vs 4 would be better? I'm curious as to your opinion on this.

I think after the words of you and some other reviewers I will expand this into a more full commercial release. I'm overjoyed I got to do something a bit unique with the engine that people could enjoy.

Thank you again for the feedback!!

I found the 3 vs. 3 battles to work well, it caused the battles to last just long enough to really figure out how to move around the stage without overstaying its welcome. 4 vs. 4 could work too, but you'd need to do extra testing to see which is better. It could be interesting to have larger battles as special rounds, such as a 5-monster team that has to defeat a few waves of monsters, but if you fine-tune the battles more I don't think you need to have too large of battle parties.

If you're planning on a commercial release, I would recommend spending a lot more time on drop rates. Players don't know if you're modifying the drop rates behind the scenes, so you could tweak things so that a player is less likely to get the same monster over and over and over.

I definitely know how I can better randomize the rates for the drops. Between spliting things into 3 themed machines and a common event check I know how. Thank you!

Thank you so much for all of the feedback you offered before. I've since gone back in and done a lot of quality of life improvements to improve the game for an eventual kickstarter and commercial release. I would be honored if you ever had time to give it another try.