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(+1)

I gave this a second try (after your update) and loved the new additions:

1. Tutorial at the start is nice!

2. Was the item screen always called "Swag?" I like swag better haha

3. Not sure if this is new, but I don't remember enemies dropping chests before. I got one this time. I like this addition (or new discovery if it was already there lol)

SUGGESTION:

So, there's still an issue with strength and farming shards to level up. At the start of the game, managing TP was a bit rough, but once I started to get the "Surprise" down on enemies... it got easy to farm those slimes. I went around, surprise attacked all the slimes, got 10 shards, and then got my strength up. Once you gain 1 STR, surprise attacking slimes is fast, easy, and takes no TP. Once I got 2 STR... I was taking out slimes and snails with pretty much 1 hit & 0 TP loss. Plus... STR kept costing me 10 shards per level. Wasn't sure if that's intentional since you said STR should cost more per level.

Not only can you farm shards and gain STR pretty quickly... you can exploit running out of TP. Each time you do... you respawn at the crystal, and they give you 5 TP with no penalty. I got to the point I'd just kill a couple of slimes, respawn, get 5 TP... repeat. Eventually, I had enough to purchase my 1st STR, and that's when I was taking out slimes with minimal effort.

Perhaps not managing your TP and respawning at the crystal awards you 5 TP but also costs you a % of your shards (as punishment).

I also feel the TP die item should be either 1d6 roll + 5 (or maybe another #). Using this item and only getting 1 or 2 TP is a bit frustrating, and if you have the TP die reward a bit more turns PLUS the crystal takes half your shards if you have to respawn... I think that would make managing your TP better, and then players would avoid doing the abovementioned tactic.

ALSO-I think you changed it so that snails only give 1 shard (instead of 2). However, their HP stayed at 5. If slimes and snails give the same reward, but slimes take less turns to kill... why would I ever fight a snail? Not saying have snails give 2 shards... but maybe they have less HP (since they reap the same reward)... or they give you an item, etc.

OVERALL:

I really enjoy your game. Love the artwork, the story is cute, and the combat is fun. I think there just needs to be a bit more opening game tweaking to get it just right.

(+1)

Thanks so much for trying the game again and sharing your thoughts!

"Items" were called "Loot" previously, but it seems some players thought you could loot smth from the enemies during battles (like a "steal" kind of action), so I changed it. And "Swag" is indeed funnier ^^

Enemies did drop chests in the previous version, maybe you've just been unlucky not to get one as the drop rate is not very high.

So yeah, stats now cost more for every 10 points tiers, i.e. Once you reach 10 for a stat, the next upgarde will cost you 20 Shards. Once you reach 20, it'll cost you 30, etc. So you can definitely farm slimes from early on for STR or any other stat, but at some point you'll have to make a choice about progressing in the game (use Shards to dispel the darkness and explore further) or just keep farming endlessly (as in pretty much any JRPG I guess, you could reach higher levels by just farming weak monsters forever). So that way it is still rewarding for the player to grind, but it won't be a viable option on the long term with just Blue slimes. Also, you used this "exploit" because you knew about it from the previous version, but now that enemies aren't respawning that often, I'm hoping it's less blatant and more of a "bonus" for players who do think about doing it? Let me know!

I did reduce the amount of Shards from slugs precisely because of that, but yeah, I understand it may not be fair if they drop the same amount as slimes. I'll probably get back to have them dropping 2 Shards: The result will be more or less as what I said above anyways: either farm forever or start exploring the game more. It'll all depend on the player.

Losing a part of your Shards when you run out of TP is actually a very good idea so as not to exploit it! Thanks!

About the TP die... Yeah, I get your point that it can be frustrating, but it is a die after all, so chance is definitely involved. Will try to think of things though!

Will keep tweaking stuff to try and find the perfect balance from the start. Thanks again for your great feedback! :)