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(+1)

The Dialogue Sprites are nice. But they don't match the overworld Sprites at all. Neither in terms of look nor of quality. Characters turned to face me after I finished listening in on their Conversation. They should either turn directly and talk to me, or not turn at all and just talk to each other.

Why do half of your NPCs have green or blue beards?

Your environment Assets are nice, but the trailer like things that offer a bit of a view on their Side don't fit in with the rest perspective wise. Your trash on the floor also seems too randomly place. it should gather more in corners and stuff where the wind and the movement of the People blows/pushes it into.

Found the second Stone Statue, which I'm assumming is a placeholder for Storyevents, tried to talk to it, got

############################################################################################

ERROR in

action number 1

of  Step Event0

for object oPlayer:

Push :: Execution Error - Variable Index [0] out of range [0] - -1.text(100044,0)

at gml_Script_scrCreateDiagBox

############################################################################################

gml_Script_scrCreateDiagBox (line -1)

gml_Object_oPlayer_Step_0

Some of your Buildings clip outside of the Playable/Visible Area, and into the black. Looks odd.

Your map isn't fitting. It loops in on itself opening new Pathways to different locations if you backtrack. Is this intentional, just a placeholder because you haven't made enough maps yet, or a bug? Because it feels like it shouldn't be that way.

 Couldn't continue past the second Stone Statue with the Error mentioned above, so couldn't try out combat or anything really. 

Sorry.

(+1)

Thanks for giving it a whirl. If I am allowed to explain myself:

  • Characters spin around, because turning towards the player properly is not implemented yet, so they just default to turning down.
  • Weird beard colors happen because Random NPCs are made up from a dozen randomized sprites. Each of them getting randomized colors. I haven't set apart the random colors for the hairs yet.
  • Things like the Trailer is when I was trying something new with the perspective. I know they don't mesh together, but I've put both in the demo so people can tell me which they liked better. Trash is also a bit randomized. I'll take your advice in their placing.
  • The Looping Map should be a feature, unless it is bugging out. Essentially as you move between two bigger parts of the city, you go through a randomized alley. These alleys will have different random events in them. It also signifies you spending time to get from place A to B over a larger distance. If you turn back you should end up back where you've started, as a way of changing your mind.
  • Sorry about that one guy. He is just a "sorry no content here yet" message. I've changed the way dialogues are built last month, and forgot to update him.

The real characters that have things to say are wearing blue, and look all the same as placeholders at the moment. Would love if you gave it a second look, but I understand if that's all the time you can spare.

Of course you are.

The problem with the looping map is, that it didn't seem to place me where I was before, hence the backtracking to get to a different Area.

I'll give it another go later, trying to talk to all the blue Guys then, I just kind of assumed they were generic NPCs like the Rest seemed to be.