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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.