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+ I really liked the fact that we were so "fragile". It is not difficult but you need to be cautious, maybe I would have added some more equipment slots, so I can add up their effects, but basically I appreciated;

+ Very believable and well done setting (too bad for System, bars and menu windows that have too many nuances to blend properly with the 8 bit style), I would have appreciated some more graphically varied tiles on maps, the battlers are sooo sweet!

+ Beautiful characterization of the secondary characters and dialogues, not monotonous and they do their work!

+ Nice that enemies also have actions such as fleeing and being intrigued or other emotional states, instead of making enemies who only attack, nice job!

+ The npcs with preset movements are functional, if you observe the pattern you can avoid them or predict the movements, with a little dexterity you can do that minimum of "stealth" useful that helps to make the sections less boring;

+ Maybe I'm exaggerating but the idea of flowers is brilliant in its simplicity IMHO: it's so silly that I'm amazed no one (including me!) has ever used such a gimmick – I think, I'm not omniscient, but I'd never seen it done. It makes you think the right, without weighing down the game, how to consume as few resources as possible just to reach certain places. It is expensive and makes even moving a pinch an action to pay a pinch of attention to;

+ Beautiful and rightly limited the possibility of throwing objects in battle, although I think it should be said because for a long time I believed they were collectible and not battle tools. Same as the "skulk" command that is not explained and being precisely fragile trying to use it is a risk that not everyone is willing to take: I believed it was the equivalent of the defense command and that therefore, in such a game it was useless!

- The descriptions of the teams are too vague, there are no terms of measure, numbers, percentages, which help to understand which are worth it and which are not, and since having very low stats it is not possible to try, except by doing dozens of game overs that in any case do not give a certain result due to randomness. I did not understand the sense of initial equip, it is useless, perhaps it is not worth it just to read the description;

- There is a specific tile that seems walkable while instead it is an obstacle: the one in the shape of a mound of earth, I would have played with lights and shadows so that it was understood that it is in relief, while instead it seems low enough to be able to walk on it;

- What are TP used for?

- I did not understand if the command "struggle" can always fail (randomly) even if i used a status move before;

- I did not understand how to distinguish the demons but I seemed to see that against each one (or almost) works the same:

SPOILER

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(... That is a random status move before hitting, I could not understand if they depend on the graphics / appearance or other factors because sometimes they seemed to work, sometimes not).

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END SPOILER

I really enjoyed this title, hope You're making other projects to play them :)
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Thanks for the in-depth comments sweetie! <3 I'm totally making more and more polished games, promise! :D :D