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(+1)

The most soulful game on /agdg/. 

I love the atmosphere and lore and would play for that reason alone. Overall this could always benefit from a higher lore:gameplay ratio.

Clicking during combat should skip to the next action straight away. 

I am stuck here. Not sure if this is a glitch or the end.

So far all throughout the stages the only thing that has mattered for an optimal strategy was to speed up Mosca so that I could spam wait + heal as fast as possible. Since battles cannot be rushed to one cycle and there's no resources to exhaust or infinitely scaling enemy buffs to worry about, stable cyclical survivability is the only avenue for victory. As such...

1. Damage-dealing in skills is borderline useless, as it does not shift this equilibrium. This is not valued as such in balancing. Mosca's and Haydn's damage skills are sometimes useful for their additional effects, but their other skills are so blatantly essential you'd be insane to allocate any perk points to what concerns the former.  There are attempts to punish low damage output with bulbs or cacti and such, but they are not tuned anywhere near where they would need to be to even have an effect on the optimal choice for their turns, let alone the player's build. 

2. Speed is ultimately the only stat that matters 100% of the time in all circumstances for all characters. Max health is only circumstantially good as is Int on Mosca for the same reason. Not being able to pile points onto speed after a certain point feels like an imperfect solution to imbalance. Speed scaling should be clarified in its formula somewhere if it isn't already, and I personally did not find it if it is. 

This gameplay gets a tad repetitive fast, but I guess it's how these sorts of games tend to work and people do enjoy them still.

The overworld map and fields are too timid in what their mechanics actually change about the game, and that's a shame, because the battles could use more variability.

Just looking at the pictures coming by and moving during battle is mesmerizing. If you wanted to add some more fluff, creating multiple portrait variants (low HP? MP?) for the playable characters could be an efficient way of doing so.

If you want to have some broader appeal you should probably polish your art to look more professional at some point, but that's only smoothening out the form of an essence that's already perfect.

The inactive hierarchy links on the perks screen are barely visible against the dark background.

Why can't I go from perks to shop?

It would be convenient if it were possible to return to hallowed ground from the map if you're still on the same spot.

Thanks for playing, I think that's a bug. If restarting the game doesn't fix it then you can always resign to restart the level. I've never seen something like that either so thanks for showing me. 

I think I already somewhat address some of your feedback in the later levels, but the first 5 specially are pretty much a tutorial. Every level introduces at least a new enemy to try and keep things varied and I consider this an important aspect of the game, only I haven't been able to strike a good balance between keeping players on their toes and not making them feel like they were just killed by something out of left field. I think the pariah is indeed the first enemy that can really kill the player in a single hit if left unattended, but there are more like that later.

I think adding new assets for characters and such is a good idea. Notably, I've been meaning to add different expressions for portraits for a while since I have so much dialog, but assets are incredibly time consuming, making game is my art training arc so to speak. This isn't the first time this DD that someone has told me the perk screen is confusing either.

I like the idea of going back to the rest area since there's always one before the boss anyways. The shop mechanic is honestly unfinished, it's only in the stats screen because I'm not sure where else to put it.

Thanks for playing again, the combat feedback is something I need to think about. Speed will probably remain broken because it's an ATB game. Perhaps traps that can hit characters multiple times per use would be a good counter.

(+1)

I've done just that and now I've finished the rest of the available content.

The overworld gimmicks are nice at mixing up the round pacing, but they still don't do all that much for the variety of battles themselves. Almost nothing in this game forces you to change your strategy in any way. What does is the little alternate team sequence. However, that one drags on a bit and it's alienating to use different characters for so long when you've been leveling the same ones since the beginning.

I got a glitch at some point in combat where the combat text to the left turned "null". The game froze and then closed itself before I could screenshot it.

Overall I love this game for the lore and the aesthetics, but it does often feel like that's a carrot on a stick, with the battles getting in the way. I'm looking forward to playing the rest of it when it's done. 

I basically agree with Illusionist.

Solid game! I like the way the ATB is visualised by the sprites running back and forth.