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(2 edits)

Hello again, I was really upset to see the original prototype was taken down since my computer randomly decided to delete one of my game folders which of course contained the prototype. Oh well. Nice to see it's back up even if I never had a chance to finish the original (doubly frustrating now that I'm missing out on something). Do you still have the original somewhere? Onto feedback! After playing for 1 hour.,,

1. Many textboxes in the opening section advance before all the text is on-screen. Nothing important seems to be in those textboxes, but still annoying.

2. Why are healing items locked to battle? Seems like an unnecessary restriction to me. If you want to incentivize using items in battle, perhaps add an additional positive effect to using them in battle rather than locking the player out of using them on the field for no logical reason.

3. I like the randomized loot in concept, but when some items are so much better than others it can get frustrating. The Red Ring is so much more useful than anything else in the first area.

4. The mimic in the forest is just mean. No warning it is there, and it will kill the player.

5. There is nothing telling the player that the purple torches are save points. You should reveal this to the player in an organic way, such as by having Nana interact with one in a cutscene.

6. Resistance is not spelled properly.

7. Using all your buff skills on the first turn is still the dominant strategy for normal battles since there is no penalty to doing so, meaning battles against weak enemies can take longer than they really should.

8. This one is more of a personal preference, but I prefer kemonomimi (human with animal features) over anthropomorphs (human traits in animals)

Sorry to hear that but it was really outdated and did not represented the final product anymore so it needed to go. You are not missing out on anything, the code can be obtained in this demo as well it also dont gives a huge unfair adventage or anything like that so no need to worry. The game still is 100% completebale without it!

1.No they dont since the player themself need to click to get to the next textbox. Or do you mean the text is cut off at the right side of the screen sometimes?

2.To give campfires way more worth, prevent endless heal spamming and make food items more valuable. Actually some items have one in battle already with certain forms^^

3.Yeah its a game of chance but the odds for good equipment is lower so it comes down to luck. Also anything obtained can also later be bought so nothing is missable. There may be a way to increase the odds a little bit in the players favor.

4.That may be true, I will think about changing that or removing this chest, thanks!

5.Well, they are so obviously outstanding that I just doubt that anyone could miss it trying to interact with them. Touching things in an RPG is one of the common things to do. But I could maybe add a small scene to it, will think about if it makes sense. I dont want to treat the player like they never played an rpg in their whole life.

6.Pretty sure it is spelled right in at least most places but its very possible that I overlooked some places if you found one where its wrong it would help to tell me where.

7.Depends strongly on the form, with some forms it will work and with others it won't. Also if the enemies are weak there is not much reason to use all buff skills in the first place i would argue.

Also thanks a lot for the feedback again, it definitely helps^^

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For the first topic, I should have clarified that I held Z and normally all the text loads.

For number two that introduces a new issue where players are incentivized to stall out the end of battles slightly so they can use those healing items.

For 5 I am an avid RPG fan and it took until the third purple torch for me to interact with it.

For 6 it was the ribbons that spelled in incorrectly. 

For 7 using said support skills also raises their level.

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1. Oh I see so it wasnt the game fault then at least^^ Would had been a crazy bug otherwise xD

2. Sorry i think I dont get that point. Nana herself even has healing skills in battle and potions arent that expensive and can be found. Its like any other rpg where you use a item in battle i would say.

5. I guess that can happen everyone thinks and acts differently after all. You just the first person from which I heard this problem. You did play the first prototype so shouldnt you already known that, since it was the same as in the first demo after all?

6. Oh i see thanks for pointing it out, will fix those later^^

7. I can see your point if you want to level them but its completly optional. Its one of the ways to get stronger but absolutely not required.

8. What can I say about that its just personal preference and not really feedback. I like both so I added a mix of some more furry and less furry forms. But thats fine, like you said its just preference, every one likes diffrent things^^

You could save anywhere in the previous prototype, which I did. Often, since my the version of the OS on my computer would occasionally have RPGMaker games randomly stop rendering new frames. Thankfully updates have fixed that.

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Sorry to hear that, sounds very annoying! Also nope you couldn't, the save feature was the same in the first prototype. I never let the player save anywhere to prevent softlocks. Sorry but you must be misremembering things.