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Interesting creativity with the "Vexace" and "Emvee" stuff :D I'm also quite familiar with the node traveling style you presented because I've played RPG Maker games recently that uses it. So it was interesting and quite exciting(?) to expect a game jam that's possibly going to be fun like this. :D

Reading the comments below mine though, apparently there are different combo combinations? I keep thinking the combo input keys must be exactly in the same order as displayed on the screen, and it was the same for every character and thus battle felt quite repetitive in some form throughout the game. Like, use combo and then heal or buff (or vice versa), and then repeatedly doing the same thing. So, unless if I'm missing something, I did think that it was relieving I did my playthrough in the easier mode. The F.O.E. one turns out to be too difficult, and maybe that was the intention, but it seems unbeatable. Noticed that the difficulty increases if I have Canary in my party; initially thought it would be easier once I get Canary but it was way harder with a three-people party.

Overall, it's an interesting experience. I probably wouldn't be honest if I say I enjoyed it due to the repetitive battle actions for me and the "Relief I didn't play this in Normal mode," but then it could be I'm missing something, possible wasn't sleeping well when I played, etc. So if there are things I'm supposed to have known or should have done and you want me to redo, feel free to let me know.

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Thanks! Yes, there's different combo combinations for each character. The skills inside the Techniques menu show what combination you must put down for the combo to activate. For example, Eric's "Bolo Punch" asks for Up + Up, so you gotta input Jab two times. If you do get the chance to replay, I hope you can get more enjoyment out of the battle system with the combos.

& yeah, that F.O.E. isn't actually meant to be beat in the scope of the demo (though I still put in the rewards just in case), but all F.O.E.s definitely will be beatable with enough experience in the full version.


Also, I think I see why battles seem more difficult once Canary joined. I didn't up the difficulty once Canary gets added, BUT the right side of floor 1 intentionally has 1-2 more enemies in each random encounter. The "envisioned" path is for a player to go left to get Canary, then go to the right if they want to, before fighting the boss.

And hey, it's actually good to hear you're relieved you played in the easier mode! I'll probably make it so that players can change difficulty at the rest point in future releases, so a player doesn't have to be locked into one mode before knowing how the normal mode's difficulty is.

Thanks again for the feedback, I appreciate it!

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Hey! Thanks for the response and letting me know with a direct example of how the combos can work. I'd be interested to retry your game knowing this, because when I played with the repetitive combo, I felt the battles were getting boring and it deeply affected my experience. So I will attempt to find a chance to replay (not going to promise things as I've been quite unstable energetically and needing to rest a lot, so "if it happens, then it happens" would probably be a fairer promise to you without concerns of potential unfulfilled promises or mental to-do lists). As for the F.O.E., I first encountered it with only two party members, and was able to get to the last wave of monsters. So I thought that it was beatable. Then after surprisingly finding Canary, I thought that now I have three party members, it should be easy to beat the F.O.E.s and turns out that was not the case at all. Also, I didn't say this in my previous message, but I think there was a path that let the player keep on chasing the mouse or something, and in the end leads to a more difficult battle encounter. I think I first tried to chase the mouse all the way to the end with only two party members, and the fight felt overly difficult. Think second time around, I stopped chasing and stopped in the middle or something. I'm going to assume there are more rewards for beating the last revealed set of monsters in the end... maybe this will be something I explore if I do retry your game. But would help if I have a heads-up on how that "mouse chase" part works and whether stopping at the first part vs. the second part, would be any different from stopping at the third part... or if the only difference if it's the end where you fight the monster group and before the end when you stopped chasing. Hope this isn't getting confusing XD;

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No problem! And it's cool if you don't find the time to replay, I know life can get crazy.

Oh, now I see how the fight got more difficult. Unfortunately, it seems like the randomizer messed with you. All normal fights & F.O.E waves have randomized enemy sets, so you may have gotten lucky picks for enemies first time around, but not the second time. In future versions, I'll be making the F.O.E. waves have the same enemies (except for maybe 1 enemy per wave) to make it more fair.

As for the mouse chase event, whether you stop at the first or second part doesn't change anything. You either get into the fight after choosing to chase it twice, or leave the mouse at either chance you get.