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Regarding feedback, I like the game as a whole, especially the great area design, all the different systems (distribution, crafting, skill-strengthening through usage), the mini-map and the elaborate battle system. On the other hand, there are some aspects that could be improved from my perspective (only a few nitpicks, though):

- I really don't like this kind of auto-save system in which the auto-save constantly overwrites the most current save file. Because of this, I had to save twice on different slots every single time, since it was the only way to create an actual back-up file, considering that the auto-save even activates when simply opening the menu. For a save-scummer like me, that sure turned out tedious in the long run. Most developers of RPG Maker (MV/MZ) games implement auto-saves in a way that the auto-save always saves on the same slot (e.g. file 1), on which the player can't save manually. It's probably not worth the effort to change how auto-saves work in this game, but the aforementioned issue is something to keep in mind for potential future games.

- It would be great if it was possible to reach 100% in crafting.

- I'm not a fan of slow walking speed, but fortunately, the instances are few and far between.

- While I'm glad that the maximum level is higher than 99 (135 in this case), I think you could go even higher (maybe 200), especially when considering how fast the maximum level can be reached (all the more so when equipping party members with Fountains of Knowledge). By raising the level cap even further, it would also be possible to max out all sections in the distribution system. Furthermore, it would be a good idea to mention the level cap in one of the tutorials. Without knowing the total number of available points (in the long run) and without being able to respec (reallocate), I'm always hesitant to spend points in these kinds of distribution systems.

- Some kind of late-game fast-travel system (beyond being able to warp to Flayk) would have been great.

- It's a bit irritating that the game treats Bresk as if he wasn't part of the party, even though he's invaluable because of his overpowered counter skill, which practically makes the party invincible for one turn (although it can't be used in succession because of the skill's cooldown).

- Combat becomes a breeze when Fyrea isn't the only party member anymore (which is all right - better too easy than too difficult), the downside being that there isn't any opportunity to try out all the cool combos. The same applies to money, which is scarce for a long time, until the player suddenly owns more than they can spend.

(+1)

First of all, thanks once again! :)

Allow me to also answer all your points one by one.

The autosave -> I totally understand your point of view. I myself am not very happy with how the autosave

overwrites the most recent save, and I'm trying to fix that as soon as I learn how to do just that. Might be that I'm just overlooking something simple here :D.

The crafting -> Regarding this, I'll look further into it once I'm home.

The slow walking speed -> I implemented this in certain areas because it kind of felt right to me. But if this is too bothering, I'll gladly change it :).

The distribution system -> You're absolutely right. I'll implement a new dedicated tutorial for this. I must admit that I didn't think of it - which should've been obvious to me :D.

Fast travel -> I'll see how I can get this done. It's a good point.

Bresk -> While it's true that Bresk isn't treated as a party member (other than Limare), I plan on re-working this, At the time I implemented him, I didn't know how to do this without writing another "If-Switch" as I did for Limare. However, while working on my other game the other day, I almost accidentally figured out how to do this.

Thanks for sharing your point of view. Some things are just a matter of preference, and of course you're free to shape them the way you want. No one dies because of slow walking speed on a few small maps. :D

It's great that you're open for suggestions, but I hope that you'll only implement feasible changes that you're comfortable with. Like I said, it's probably not worth the effort trying to bend the auto-save now.

I hope that many more players will discover your game, though I'm sure they all would "complain" about different nitpicks then - gamers are a difficult audience. ;)

(+1)

Thank you very much for your kind words! :)

While it might be true that it probably isn't a priority to fix the autosave feature, I'll still look into that since you are right. In the worst case, it could trap someone in a situation they didn't want to happen.

Yeah, I hope so, too! :) That would be great!