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Okay, I really like how you're incorporating characters from past works as it is always nice to see character development of, otherwise, minor characters into characters with stories to tell, but...

...While I enjoyed the prologue up until the encounter with the humans who's dice are rigged (and, yes, I reloaded nearly a hundred times before I quit playing) and then, many hours after I was no longer angry and curiosity got the better of me, I decided to see what failure entailed, but... It was like you jumped straight from a heartbreaking bad end to what I felt like was being thrown into an entirely different game with familiar faces that can be summed up as "create a party based on who you're gonna end up sleeping with" using only the barest of details as to why... ¯\_(ツ)_/¯

...And that leads me to the question of are we to presume this game is going to pursue a polyamorous route or is Dyne in an "oPeN" marriage with Cornelius (so, sleeping with everyone will be his shtick)? Of course, that raises questions 'bout how committed Zandahrell is to Lairen, since... It sounds like copulation is a must for that race to be... Functional? Granted, to each their own, but these are dynamics I'd want to know more 'bout before committing to a fuller version of the game, but that just really brings me back to the transition from Lairen to Dyne...

Basically, the transition needs work AND, to be honest, if you started with a story of how Dyne came to learn all 'bout the Lavadi, what they can do for him, how they're summoned, etc., which happened to lead to something or someone that starts a flashback about the final days of Lairen and Zandahrell, which then goes back to Dyne setting out on this quest, it'll feel less like we're getting the short end of the stick with Lairen as well as make the adventure of Dyne & CwBs seem, IMHO, less out of place.

Keep in mind, the Android version of the demo had zero flaws (unless you count humans with rigged dice), so serious congrats there, plus the art is gorgeous and the music is spectacular as usual... However, I always appreciated the animated aspects of the CGs in Endless Bounty/Engaging Destiny, so I hope you’re able to incorporate that (which is not to say the scene in the demo wasn't heartwarmingly amazing, just y'all are kind of known for animated CGs), but if not, that's okay (though I do hope you'll consider it)... Umm... I think the layout and D&D-esque aspect is fun and has a lot of potential (but save scumming is inevitable, so making fail options more enticing just means the number of saves I make will double, since I'll just pursue both and simply continue playing from whichever outcome I find more desirable in the end), but since we didn't get to level/allocate stat points/increase bonuses/affect stats with stuff/etc., it seemed very... Inconsequential? But I get it, it is a demo and I'm sure those stats will really matter in the full release (and more so than I decided my travelling partying based on who I want to see get it on)... Oh, but I absolutely loved the CODEX feature and hope it'll be, or continue to be, more elaborate in the full version of the game (although you might want to consider adding a section to the CODEX to explain each stat, their purpose, how bonuses work, etc., if only as a reliable point of reference).

...Beyond that... Just excited to see where this game goes~ 😉

Thanks a bunch for all of the input!  I actually went ahead and adjusted the 'Flee' part to remove the dice rolls completely.  I'll go back up and touch up the narration for that too most likely.  It seems to be a common issue in the feedback I'm getting, so...  It's updated now!  I just wanted to show off the system more for the prologue and didn't figure it would cause that much grief.  Seems I thought about that all the wrong way, hah.

I'll end up adjusting the prologue a bit too, most likely.  Or at least make it more apparent that it's a prologue?  Prologues are intended to set up the story later, and since I only got so far with the demo, it's not super apparent yet.  I kinda like the idea of starting with Dyne, doing a flashback, then continuing the story with him, so I'll think about that a bit more.

There are story aspects that will become more apparent later on in regards to the character relationships too, but again, I think I need to put some more work into the 'before we leave for the adventure!' bit, hah.   But this story isn't exactly about...  getting into a relationship with your party either.  We'll see some growth between characters and bonds changing, and other stuff can happen, yeah, but it's more like... casual sex with friends (or seeing something between part members!).  The focus isn't meant to be on the NSFW content, that's why I made a toggle for it.  It's a fun addition, but it's not the focus for a change.

Endless Bounty didn't have animated CGs, but it had other animations..  Engaging Destiny, well.... that was a whole different beast.  We don't really intend on doing animated CGs for this one, but who knows what'll happen, cause we both end up going a little harder than we mean to at times x3

In regards to stats, the guys tend to bring different things with them, and that'll impact how things play out.  Status effects will impact this later on too. For example, the 'Wet' status impacts player Defense (I didn't really get to show that off though).  Not sure about what I'll do in regards to other items or equipment though.  More stuff to think about and determine how to work it in or if it's viable!

You gave me a lot to think about, and I really appreciate you taking the time to let me know your thoughts!   I'll certainly be looking at these things more to decide how I can improve things even more.

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Honestly? I really liked how the story transitioned from the clumsy, idealistic Lairen to the mature, pragmatic Dyne. You really get a sense of their differing personalities. Lairen had so much potential to grow and love to give before his life was cut short. His passing was a real tragedy where his innocence and incomplete training gets him killed without his bodyguard, just because he wanted to surprise his lover.

Whereas Dyne's a much more mature adventurer who takes a well-prepared, no-nonsense approach to the journey. He prepares the best he can and surrounds himself with skilled mercenaries that complement each others strengths and who compensate for his shortcomings. He's a real adult who knows what he's doing and how to achieve his goals.

Sure it's a little brief, and the intro hits hard but it's supposed to be tragic. And it sets up (what I assume to be) a core theme of this story, where no matter how hard overthink something or prepare, you're going to be caught in situations you could have never anticipated.  Where your skills fail you and where your only option is to play things by ear. Which makes sense in how you can only pick two out of three of Dyne's potential companions to make the journey with him. For every victory your present members net you, there's undoubtably going to be a role the missing member tragically isn't there to fill, just like in the prologue.

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Thank you, Makato!  I really appreciate hearing that.  It's that kind of boost that I really need, so  again, thank you for that!