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(+1)

Starting a new thread for the .80 version.

Happy to report that all of the issues I had on last go-around are resolved.

I'm still not sure what caused the audio to fail before, but I'm glad it's working now because the music and sound design is exceptional. Some of the voices sound a bit strange with the various filters used, but it contributes to the "vibe" of the game (they're from other worlds, after all).

I got decently far this time and was able to see a ton of different area types, which seem to open up as you progress. Great variety with not every node being straight combat. The puzzles and encounters are very cool conceptually, and the reward system is interesting.

Once I got to Spells it also opened up a new layer of depth. There's a ton of stuff going on this this system for sure, and it is extremely addictive once you get into a groove. I had to pull myself away to hit some of the other jam games on my list but absolutely, 100% plan to return to this once there's no longer a time crunch.

I will say that it doesn't currently feel like all units are balanced, but I am also thinking that is intentional and meant to drive the player towards opening up more creation slots and such in order to customize their loadout. If so, then my only negative thought about that is you can sometimes roll a pretty bad party before you start unlocking upgrades. But, it's not like there's a big failure penalty, so it might be fine.

Overall, amazing work and very unique!

(+1)

Hey Moogle!๐Ÿ‘‹

I'm glad to hear that version .80 worked better for you.

"I will say that it doesn't currently feel like all units are balanced, but I am also thinking that is intentional and meant to drive the player towards opening up more creation slots and such in order to customize their loadout. If so, then my only negative thought about that is you can sometimes roll a pretty bad party before you start unlocking upgrades. But, it's not like there's a big failure penalty, so it might be fine."

Although the goal is to have balanced characters, there is also the idea of working with what you currenty have (which is not always the optimal team).

For rarer monsters, such as unlocked bosses, they do have slight boosts compared to other characters that you unlock. So that's a natural, intentional imbalance that's supposed to be a reward for having unlocked the boss.

Nonetheless, I would like to improve the balancing.

Do you have any examples of specific cases for this? (Usually I tend to think about characters with only 1-2 skills as a possible culprit for this imbalance).


Thanks so much for playing again Moogle! ๐Ÿ‘

(+1)

There's a series of units with what I believe to be gun/blaster based attacks, with one underwhelming damage skill and one support skill I don't recall being particularly useful. Felt like they were under-statted overall, though having a CD-based damage skill with more oomph might also help.

But to your point the units with only 2 skills generally feel worse than the units with 3 or 4, at least this early in.

(+1)

Awesome, thanks for the feedback Moogle!

This helps. ๐Ÿ‘

(+1)

Hey Moogle! ๐Ÿ‘‹

Current Version: 0.0.0.81

I've added a slight boost to character skills if the character has 2 or less skills (the boost increases more if only 1 skill).

Hopefully this helps a bit.

Thanks again for the feedback. ๐Ÿ‘