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It took me two nights to complete (though not in a row, I got busy...)

I had a lot of fun playing playing this one! One thing that often bugs me about RPG maker games is that they can feel really same-y and the combat can quickly get boring, plowing through grunts left and right. I'm happy to say that you've (mostly) avoided this! I appreciate anytime devs make custom art for RPGmaker games. Your custom-drawn characters really help make it feel unique. Midori is out of place currently, but I know you are working on updating that.

The real meat here was the combat! I really liked the VN setup, going between story and battles. The battles themselves turned out to be great fun. It's rare that I really feel like I'm strategizing in an RPG, especially one made for a game jam, but this one really worked! I always felt deeply engaged in the battles, and tense ones like the fight with "Death" stood out. Even the non-boss battles all felt quite entertaining.... with a small asterisk...

That's how I felt about all the battles before chapter 4. However, the 2nd battle in Chp 4 (Guilt) felt very unbalanced compared to the rest. Once the grunts were down, the final enemy seemed insanely tanky and high HP. It wasn't hard, just long and boring. It's probably the only battle I started to completely check-out on. The final boss on that stage was better, although maybe a tad tanky... but seeing as that was an important and dramatic fight, it's more forgivable. (Though I do wish the story in that part held a little more weight... the resolution didn't really match the tone of the battle)

The gatcha was a cool element, I'm sure you know that I enjoy rolling for loot and characters! I was never able to roll a character, which did feel disappointing. Not sure if increasing the wishards would help... the x10 x100 options seemed useless, as I always felt gatcha-poor. Not to mention the copium... never even got enough to buy a wishard, let alone something good. I guess that's just the way gatcha goes... but while it was fine when playing, it definitely didn't leave me wanting to go back and farm shards... my luck didn't feel like it'd pay off.

Anyway, while I wish I was able to have rolled Amai or another Apho classic, I still had a great time playing this, and it ranks among my favorite RPGmaker games that've tried over the last 9 Magical Girl Game Jams! Great work!

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Thanks for playing, and for your feedback!

Wait, did you actually manage to beat guilt by hitting it until it reached 0HP? The idea behind that battle was that you were supposed to use its own gimmick against it, which shouldn't have taken too long...

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Ah... well, maybe that's on me. I never really understood what it's gimmick was?

I got it down to between 100-200 hp, and it did get some sort of "death spell" moment where it was finally defeated. I imagine that was the gimmick, but it flew over my head... I was on track to defeat it with pure damage though, my 3-member team was doing fine.

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Well, you know how it does this move that applies a stacking "guilt" debuff to everyone (including the enemies)? If it ever reaches 10 stacks on anyone, they die at the end of the turn, and you can transfer stacks to others by attacking or supporting them, so you'd have to try and ensure none of your party members accumulate too much guilt while stacking it on the enemy.

Gotta say though, it's pretty impressive you made it that far. Perhaps I should make an achievement for beating it with pure damage...

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Oh, I see! My strategy largely revolved around action denial... I could perpetually keep the lightning stun debuff on it, and occasionally sleep if I needed a breather. Because of that, the stacks never got too high on anyone, and I didn't notice the transfer effect... though I guess it did finally get him in the end!