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Thanks for the feedback and many many more for hosting Harold Jam for so long. I'm still shocked at how much everyone likes Alex. Writing him made me want to die at first, but at the end of the day he became a multi-layered character I'm actually proud of in retrospect.

What glitches did you notice when switching characters? Eventing the character switches wasn't too bad, but that was a last day change so something may have slipped by me. The Cores were a risky move and I almost did change their weakness to the same as every other enemy. However, I ultimately decided to keep their weakness and have a descriptive message introducing them hoping it would work well enough. I feel like for a full-length game that will be based around seven elemental colors, enemies need different weaknesses than the usual RPS matchups to keep gameplay fresh. One way to make this easier would be to do what Octopath Traveler does and show enemy weaknesses when you hit them with the attack they're weak to. UI prompts should've been a given and I still can't believe I didn't steal what Sawyer did in Rage Against The Dying with the matchup chart in battle.

Big question; what exactly did you not like about switching colors? This isn't a mechanic I can just yoink out of the game I'm prototyping; it's pretty much the heart of the game itself. With that said, it has plenty of room to grow so I'm eager to hear what you can suggest. I can gather that there's a definite lack of balance between each color, given some said blue feels pretty much worthless and you can pretty much sweep the game by turning red and spamming white attacks. (Kicking myself for not having Souls be immune to white attacks now. D'oh!)  Because of this, switching colors to counter the enemy's type would be a waste of time when you have such a fast, powerful, and time-saving tool at your disposal. A lot of feedback I've been getting through the form suggests to keep colors more as elemental types than stat boosts, and given how each effect can stack and skew gameplay I'm tempted to go in this direction.

And yes, there are multiple endings. Try collecting all the Facets and see what happens!

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For color switching glitches, there was some point where invisible Reid switched to another character but the shards still stayed visible. Then going back to Reid manually he looked visible but I couldn't touch enemies until I became invisible then visible again. I think switching by performing actions would be what tended to make things weird happen.  

Main thing I don't like about switching colors is the loss of a turn. I would almost always rather power through an enemy with a sub-optimal match up than lose a full attack. That doesn't mean that I want the mechanic removed! Just that the cost of switching should be lessened a little, not fully, because changing freely also feels unfair. Something like a weak follow up attack, or buff added when switching colors, depending on which one it is could have made it feel more worth it to me.

I did grab all the shards! I need to go back and get fewer this time around and see what terrible things happen!

Just checked the MV file and I did put in the failsafe to check if you were camouflaged before switching. Tried it ingame just to make sure and the failsafe does work, so I'm not sure how you managed to sneak through that. Funny little glitch and most likely not game-breaking.

Color changing being a subcommand was definitely brought up during the process. Sawyer and his subcommands. I believe our concept was it would be a subcommand but would lock you from changing colors for another turn or two. My thought was having color changes take a full turn would present some inherent risk in itself, but it's also evident that the way it's configured right now may not be as optimal as running one color and neutral attacks the whole way through. I cannot tell you how valuable this feedback is; a flawed prototype just means a more refined finished product.