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A lot of the points you brought up are spot on actually. The movements have been reported as looking a bit weird since many of them were just default supplied Unreal ones which are kinda hit or miss for some people. 

Voices is also a valid point as I only had two specific archetype voice libraries. Which were tough quiet dude (not really matching Kyosuke and more Taichi) and oneesan voice (def not Chiyoko and more fitting for Sayaka) but it's all I had on hand at the time since the aforementioned voice libraries were actually for the protags of another game I'm working on (and there the libraries fit the personalities). I suppose I could have left them silent. 

Combat was as good as I could have gotten it in such short notice. You should have seen the very first iteration of it before the jam got a 2 day extension that allowed me to turn it into the current one. I'm not disagreeing with you however, it absolutely can be improved with more time. 

I'm not sure if I'll turn this into a full game or make a sequel. If anything I mostly wanted feedback since some of the concepts I applied here, I will be applying to the other aforementioned game since they have slightly similar concepts and feels to them. 

Thanks for the thoughts and thank you for playing.