Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I beat the demo

I remember watching gifs and images of this in the /v/ threads and the back and forth walking really caught my attention, so I'm happy to finally give this game a try.

The walk and forth is really a fancy attack cooldown, but it is an intuitive representation while also allowing to do some fancy stuff like "area damage" or the mines that the dinosaur leave after using its special attack. It took me a bit to understand that waiting has its uses but once I did it made some battles much easier.

This game has little rng for damage, so I believe more battle information would be welcome. At one point I knew the dino did 12 damage and the warrior did 18, so I could tell an enemy with 42 HP could be defeated with 2 attacks from the dino and one from the warrior, making calculations easy and fun to do. That information felt hidden most of the time. Even HP information is hidden sometimes. 

Speed felt incredibly more important than any other stat. Doing more stuff and earlier than the opponent is a huge advantage. Specially since all other stats felt unimpactful in comparison.

I read on the manual that one of the enemies "always attacks doing backstab damage". I think I haven't seen that during the game, receiving or doing it.

Sometimes I got unlucky and the oponents only bullied Mosca from the start before I could do anything about it. It also happened with the dino. I don't think I lost the warrior even once.

At the moment there is very little to do in the game. You fight, add some stats, maybe some perks and thats it. It makes the game feel repetitive.

The story was misterious, the way it was given didn't feel overwhelming and didn't distract from the action. Though the start was a bit rough with so many new terms flying around and 3 bizarre looking characters (no offense here, an undead warrior armed with copper, a giant fly that is an angel and a dinosaur is not a run of the mill party composition).

I won the last battle without losing a single unit. Maybe because I was lucky and all the damage was done evenly across my units. I think that there is a lot of space for experimentation with the mechanics you have laid down, it will be fun to see where you take the game. Nice work!

(+1)

Thank you for playing the demo and your comprehensive feedback. 

I just added some tooltips for skills during combat and attributes in the stats screen. I'm glad you didn't have issues with unlocking perks since that seemed to be a prevailing issue. You can always tell exactly how much HP a unit has by hovering over it while the targets are on, you can also show all HP and MP bars at once during your turn by holding down D. I really need to communicate certain mechanics better, but I tried to make the game easy to understand to begin with.

I think speed in general tends to be very important in RPGs so that's not strange, but I still have a lot to do in terms of balance. As an example, you are also not the first person to tell me the final boss is too easy, maybe I underestimated players. I don't want to obsess over it though because sometimes wildly unbalanced abilities are fun.

So far my main source of variety are new enemies and terrains with special effects. I think the player should encounter a new foe every 5-6 minutes which I think is decent. I also want each perk to offer something new in terms of gameplay. Some skills also interact with mechanics that haven't been introduced yet.

I don't take offense from my characters getting called bizarre. The inspiration behind one of the factions was a literal dream I had. The story takes place in a small pocket of a larger world so a bunch of loose actors together don't make a lot of sense in a vacuum, but hopefully I can shape them into something more coherent through smalls bits of dialogue. 

Also, Mosca is supposed to be a Patagonian Bumblebee.   

(1 edit)

I don't really know if the final boss was too easy. Since there is not much you can do after losing a character, that disadvantage can snowball into getting crushed. I might just have spent my skill points/perks correctly. Enough testing should make things clear, but since that is the last fight in the game it might be challenging to get more data.

>Mosca is supposed to be a Patagonian Bumblebee
Heey I have seen a lot of those in real life. Back in my home town I had lavander flowers in my garden that always had a ton of those buggers during summer, sometimes they even slept inside the flowers during the night.

(+1)

Balancing is hard, and the game will only get longer. Although if people actually get through the ~1 hour long demo just to tell me the final boss was poorly balanced then I like to imagine that, at the very least, I was doing something right up to that point.

Also, I guess we are both from somewhere in the Southern Cone then. Alright.