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I'll merge all the stuff into this one comment, Nothing AI generated was used, but for some stuff (the anime like girl who gives a gift) tracing and using an infograph was used for the general head shape. Mostly since that is what I wanted to do for it.

1. Thank you, I'll keep that in mind

2. Thanks.

3. I mostly had fetch quests since it's easy to understand and makes it where there is more than rushing to the bottom.

4. It really depends on the class you choose, and I do know the game has to have a lot of fine tuning for all of the classes. But some classes are weak to physical attacks, so they take more damage

5. The crash on loading an empty save slot is something due to certain plugins, since it doesn't know what to do.  The Weak Team heal is good for anybody but The Doctor to gain a healing spell, but sometimes getting weapons or armor is better depending on the class.

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I will play it some more my guy, you always seem to have a lot of cool ideas with some wonky execution. I think perhaps making a much simpler project next time might produce something much more focused. 

Perhaps use the noir-feeling of the detective-game, combine it with a similar setting to Umbra Fields but with a much more straight and easily manageable game-world. 

I kind of feel that if you narrowed your scope and got some help with structuring the dialog and writing a bit you could produce something truly great. 

This goes for the combat too, it's almost always too sprawling from what I have gathered when trying out your games. Something extremely simple which expands with time I think would be more effective than everything at once. 

I think this is true with the classes in Umbra as well, you get so many choices but as a player I do not understand what I am choosing.  If you offer the player three things which are simple to understand and then allow them to change them at certain points later to more advanced classes I think that would be more digestible. 

 Style and music-wise Umbra Fields is on the right track.

I would also bet you have a bunch of great assets that could be re-used in something more digestible. The enemy sprites in Umbra are nice.  

One more note: you need to get some playtesters and other people in early on your projects, I think it would massively improve your games. 

Okay, one additional note: people talk about "soul" and everything you make is full of it, I kind of want to see what you would make if this potential could be managed a bit, tempered with some input and focused up in perhaps a project with a 1 hour runtime. 

Thank you for your feedback. I have thought about doing smaller projects like this. I do plan on switching engines for games like this in the future (Due to better features and not being held back by RPG maker MV's limitations), I think I'll do that to learn the new engine and to make something very small but focused on what is there.