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(+1)

Delayed reply, but no excuses.

Firstly, I want to thank you for hosting the gamejam, and for playing/reviewing my game.

If you have a VOD, as I missed the stream... It will be very appreciated if you can link it to a reply.

I'm going to answer your question(s)/provide context.

Yes, I do plan to remake the game, it never reached what I envisioned for it. The problem was my skill-set and experience with the engine.

But it's already been 4 years, and that's more than long enough to improve on all fronts.

And yes, lol. The difference between "playing a game" and "reviewing a game" is one you play to have fun, the latter you play to find problems.

0. I'm glad you did enjoy the game to a degree, and thank you for the offer. If I ever do need it, I will remember to reach out.

0/2. So, when originally making the game, I did not know what a "generic RPG Maker" was. Everything was "new" and "it's own style" when making it. Until I really got into the culture and can now agree that my game is indeed as generic as it can be (without the story).

0/3. I have everything (mostly) figured out, this update isn't good enough to show my "full power". Fixing a 4-year-old game was way harder than I thought, lol? Can't really know what will break if I touch something, the problem with working on an already "solidified" game.

1. I've never really hard-tested the basic-attack, so I don't have much to say. But it's probably connected to the plugins I'm using, which use Agility for turn-order, and if I remember right. Attack is usually treated as a "fast attack" in vanilla RPG Maker thus giving it a boost of some sort. This problem would lie with unbalanced Agility, something never properly balanced in this game.

2. I do agree with you with the audio-direction. Basic audio-design, lol? I've tried adding proximity to the fire sounds which really fixed that and made the game sound 100x better, but that destroyed the game in framerate, so I decided on the little time I had to just revert back and keep both sounds as they were.

3. "Chests should always be upgrades" is something I've heard quite a bit throughout the feedback period of this game. There are two reasons why the original didn't do it: I didn't want to make the player OP, and I didn't want to make 100 unique items.

The reason why the update did not fix this was: I did not have time, 2 months was surprisingly not enough to finish the update. And I switched the characters starting items to things that "fit them better" but did not rebalance the chests. So, I kind of made things worse in that regard.

3/2. I can't agree with the shop more than I already do, lol. But I slightly disagree, it would be good to keep a small range of "tiers" in case the player wanted to grind or not before the shop.

But I agree that the first shop, has way too much in stock. But the problem is, there's only like 3 shops? In the current game.

4. Random battles are used so when you "touch" an enemy, it uses that to randomly pick a "troop" for you to fight. Problem is, I found no way to disable this. So, I just made it "very rare" for it to happen, by maxing out the maximum steps needed to trigger one (7000 steps), but Vanilla system does it as 1-7000 steps can trigger one, so the maximum was a band-aid on a bullet-wound.

4 years later though, I have a fix. But had too little time to implement it for the update.

But I do agree with you with how it should have been designed.

5. The maze is an abomination. I wanted to rebuild it, but time constraints... The "arrows" was added because people I know got stuck in the maze... A stupid fix, really.

Why did the maze exist in the first place? The original game, I gave myself a strict deadline. And I "had to" follow it. Even if that meant having this abomination exist.

6. I was sure I gave every weapon a description, but maybe when I got into "grinding mode" I skipped over some without thinking.

I both agree and disagree with you. I believe there should be at least 3-tiers available for purchase (all being an upgrade of some sort), so players who did want to hoard gold before the first shop, would have a little more options.

6/2. The story is what is called "lightning-fast" at its current state. The good? It's not dragged out at all (except a few scenes I can think off...) while the bad, no character development, nothing...

The Queen has then come off as the way I wanted then, so I'm glad I did something right.

"Need to be intimidating, and authoritve as a political leader." is what I imagined her to think.

---

So, I do want to know if a VOD is available, if not. I would like to know where you stopped, I want to know what reaction my "plot twist" gave people, if they get that far.

Thank you again for the review, I hope my reply was informative and helped provide context and/or answer questions.

My wishes for a good day to you.

(+1)

So first, it's cool man. Like, the VOD for your part won't be up for, like, 3 more days even. I'm not worried.

Second, I was not expecting you to give so much. I was never worried about context, but I do understand how time constraints can lead to shortcuts. My goal in mentioning the oddities is to ensure they are issues of time constraint, because so long as you acknowledge them then it's all good.

That said, in the end the one thing I wanted to know wasn't truly answered. XD What do you plan to do to stand out? This is the most important part, since as you go forward you need to have this already in your head so you're working to that goal.

Lastly, I want to cover something with you to explain my reasoning on one thing...

I both agree and disagree with you. I believe there should be at least 3-tiers available for purchase (all being an upgrade of some sort), so players who did want to hoard gold before the first shop, would have a little more options

So as someone who knows me quite well, this is the bane of my existence with RPGs for two reasons:

1. If a game has random battles, I will grind currency until I get the top equipment.
2. If a game has fixed battles, I will hoard until I deck my team the top option then hoard again until I can afford the next top option set.

And I can't fix this problem. I try not to and my brain doesn't let me. I don't feel okay doing it. Reason why is because I'm neurodivergent (depression, anxiety, ADHD, likely autism) and I'm very rigid with things like this.

So for me, it makes RPGs more of a grind for me than they should be. The more that I feel the grind, the more I dislike the game. Right now, there is no grind. The shop-related issues I had were a result of missing descriptions primarily, but I had the money to get what I wanted from it.

Lastly, what's the difference? Like, all you're going to do each new "tier" is shift things up one or two levels, making the old top item now the mid or low tier. It's the same idea, only allowing someone to hoard for some unknown reason instead of just being "Okay, here's the new minimum level. Everything ahead will be stronger."

Looking back, I think I've misread your thoughts on shops. I think I understand what you were trying to say now.

I know that I haven't exactly answered your question, but I can't/don't want to go to any specifics.

Too early, and I don't know what works and what doesn't (technically), don't want to make promises I won't keep.

But to vaguely answer it, a combat system I made up on my own, trauma(wounds) system, etc, etc.

Basically, I'm "abandoning" this and making an entirely new game with the same concept of lore.

Well, I'm glad there was no need for "a grind". But many have told me that the current game has "too many enemies".

Mainly because the current game-loop is run-fight-trigger_cutscene, and the story/combat isn't good enough to make up for it.

I mainly updated this game, so I had an excuse to have it in this jam. To gain feedback. Now that I have gained said feedback, I'm satisfied and can move on to remaking the entire thing.

I don't regret not touching it for 4 years or releasing a semi-broken update now. Because I've gained necessary experience and feedback.

I suppose what would be best, is to finish the current update so it won't be left half-finished and fix the major issues found with it.

Then I want to move to a new project, I'm burned out with this one. lol?

Well, thank you again for the feedback. It's been thought-provoking and quite useful because of it.