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I had a lot of fun with this!

The restriction on party restores added a cool layer of tension to the stock RPG mechanics. Towards mid- and late-game this wore off some (especially as party members got access to recovery skills) but early-game definitely nailed the vibe of being a pack of unwashed strugglers against a brutal setting. I don't specifically play games for masochism, but stuff like spending my last funds on a revival item and immediately using it after a random encounter because of Posh's paper-thin defenses is a level of strategic miscalculation most story-focused games don't offer. It made me much more inclined to do shitty or degrading things for money/survival than I would in another game (in a good way).

In all the RPGs that have you literally trash-pick items, this is probably the one where it felt the most appropriate and had the most riding on every dumpster check. I appreciated the variety of flavor text in those as well as the check that let me know which I had already searched.

The soundtrack rips, too.

Some spoilers below this point

The central goal didn't seem that important to me but I was invested in the ostensibly secondary "make enough money to live" and "don't let everyone die" objectives and I appreciated that several other party members were with me on those.

While I appreciate the deliberate mechanical screw-yous described above, I felt there was some stuff that surprised me in a worse way - for a game with "few to no full heals" I ended up getting plot-full-healed without warning sometimes after using up some precious recovery items. In other cases, I didn't get an option to go post-dungeon shopping or fully explore an area because I had "completed it" and "had no reason to go back".

The downtime mechanics were a nice touch and helped flesh out the party a lot. There was a little element of "I should pick the right option to maximize the bonuses this'll give me" but I still mostly was making choices on roleplaying instead of character optimization. That said, I felt as though I barely knew some of the later members, and they were forced into flatter arcs due to the brevity of their time in the story. There also felt like less and less of a party dynamic as the characters that knew each other died off and it became a pack of people only connected through Tilda. I liked the variety of combat roles, although I cheaped out on fully equipping and couldn't grind very often so I never got to see some characters or abilities shine. The burn book was a great touch, though, especially the cute little "Likes: Me uwu" notes.

I kind of didn't like what Omen's power brought to the story. Not only did she explicitly or nearly-explicitly spoil every character death past that point save the last, it seems to me to run against the struggle-to-survive-in-hell theme of the story to be able to point to someone and say they're going to die no matter what. I don't mind that conceit in every case and it can work pretty well, I think it just fell flat for me here, especially since it more or less became the core of Phede's and Huppo's arcs from the moment she joined. It also felt a little overemphasized compared to some of the other powers that would ordinarily lean on the plot - Rumor often couldn't get a good read on plot-critical characters, and Guuchi only managed to redo a bad situation once in a way that mattered.

I don't mind MSPaint graphics in general and I think that they complement the atmosphere of the game quite well. The aesthetic swap-outs at the end were a nice way to bring home the impact of the style's crudity/messiness. The overworld sprites were a little weak but I liked the visual character designs and the portraits and battle graphics showcased those well.

I'm not entirely sure but I think the broken glass weapon for Aide might be taking off health even in the fights where he's not in the party - when he rotated in, he often had 1 hp left.

Don't take all of this to mean I didn't like the game! I think it's an excellent production for the scale; this is just the byproduct of my digesting it for a few days since I finished it.

I can see in the soundtrack that there's multiple endings; I think I got the "good" one with two rounds of the final boss and maxed-out relationships for Sloppy, Phede, Omen, and Gucchi, but is there any guide to make sure?

(+1)

Thanks for the comment! I always appreciate constructive criticism. I'm glad you enjoyed the game on the whole. I'm definitely not a graphic artist and am better (in my opinion) at music and world-building, which seemed to be the parts you enjoyed the most.

Some or most of the full heals that I put into the game were to prevent crashes or to make hard boss fights easier. Whenever the party shuffles around, there's a risk of game crash if Tilda is KO'd. For instance, if the party shifts from Tilda / Huppo / Phede / Posh to Tilda / Mendy / Sloppy / Rumor and Tilda happened to be KO'd, this would lead to a random game over screen. The simplest way to fix this was to just admit defeat and full heal the party before swapping everyone out. Maybe a better programmer could have figured it out, but, alas...

As for the ending: Did you max out the bond with Huppo? You need that to get the best ending. Huppo, Phede, Omen, Guuchi and Sloppy all have "ults" that they learn when their bonds are maxed out, and you need all those to get the good ending.

Thanks again for playing. <3

lmao no I turned down bug-smushing in the very first downtime and missed out. I'll come back for that sometime, now that I have my hopes up for a huppo VN portrait

That makes sense, although it sounds more like an RPG Maker problem than a you problem. I can hardly complain too much about free heals, I suppose.

The alternative that I just thought of would be healing any KO'd party members back to 1 HP during the team shuffling. That would probably fix it but might be a little weird.

Even then it'd be risky unless you put some kind of low-health alert in. I kept getting blindsided by Aide showing up to battles at 1hp, I don't have the attention span to remember to heal whoever's rotating in for a boss fight.

Of course, you shouldn't fuss with this sort of thing at this point. The game's been finished for 2 years and it'd take a lot of re-tuning specific encounters if you had to account for players showing up half-dead and resourceless. I only brought it up because it occasionally, and seemingly arbitrarily, undermined the scrambling-to-stay-alive gameplay dynamic that I was otherwise appreciating.