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Hello! Welcome to Feedback Quest Pixel Art! I'm hythrain, the host for this quest and one of the streamers! This review is to let you know I just finished playing your game (this review is being written on stream) and am here to share feedback! If you want the VOD for afterwards, please let me know!

To begin, thank you for the change in graphics. I think this is a big step in the right direction to make your game better! Now I can give the proper review I was supposed to last time!

I'll begin with the sheer insanity of this idea: stabbing someone to heal them?! HECK YES! I love the idea so much. While I couldn't give enough time to get deep into the game this event (since I need to be able to cover every game in one stream), I did enjoy what I played.

I'd like to ask how deep the tactical elements of battles will go. Is there a point in the game where, if you've not learned the different tactics for each enemy, you're not going to advance? Or will it always be just small improvements that may sometimes speed up a fight? If the latter, there's nothing to be added. If the former, though, then you need to spend more tutorial teaching multiple enemies and ways to recognize them by design elements (example, colour scheme could represent elements). You also need tutorials to show this all flow in combat longer to be useful to witness. When you get into the game proper, it gets hard very quickly to keep track of all the enemies.

Beyond that, I need to deep dive to give more which I can't do during the stream. I'll try to cover it some more later.

Hi!

First, yes I would like to check that VOD if possible please.

Great that you felt the "sheer insanity" aspect, that was something I was aiming at! 

As for how well you need to learn the enemy tactics, it shouldn't be necessary to do so too much for the normal and lower difficulties. As you said, memorizing the details should allow you to take enemies out faster, but there should be a nice room for error and still be able to win. In particular since resources are limited and you can permanently lose party members along their equipment, I tried to give enough "spare" resources so that the player can experiment and fail and still succeed (just not grind everything to max level/farm money for all the best gear beforehand). Plus there should be ways to peacefully deal with each boss as a last resort.

Still I agree there should be some slower more detailed tutorials, it was something suggested in the previous jam, and something I'm planning how to better implement. My current idea is some classes at the Sword School before it gets attacked at the start of the game that cover the combat's mechanics bit by bit with pratice battle, each skippable.


Thanks for the critique and hope you can cover more later!