As an update, I played back through the boss fight again today during a lunch break. I beat Corvo but did not encounter the error again. So not sure what the conditions are that triggered that error.
AskIanTheDM
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I did play more for my stream, and I ended on it beating Corvo, tough fight by the way, but I got an error as soon as I defeated him. You may want to double check that.
-Other Notes: In Ido there is a Soldier by a tree who still speaks German/Deutsche even in English mode.
-Outside of the Bandit's base, where it's snowing before you go in, there is a moment where Dark says "Gehen Wir"
I played this game on stream as part of a roulette of indie games. I ended up playing it for way longer than the normal 1hr I give for games. I can honestly say that this was a treat in quality for the 2hrs I got into it. I have only the few things to note.
-Controller function should be native. It's good you incorporated something with it to help with mapping the controller to work with it, but it may be better overall to just have the controller natively work with it.
-In the English version, there are moments in the intro/prologue movie where if you are in Windowed version, the words cut off on the edges but this does not happen in Fullscreen. I think this also happens with one or two text boxes during gameplay in Windowed vs Fullscreen.
-No other notes, the rest has been wonderful in regards to sound, graphics, UI and so on. Love the battle system and everything else so far! Definitely looking forward to playing more.
Certainly! I sectioned out your part here: https://www.twitch.tv/videos/2238208805
I try to do RPG Maker Showcase every Wednesday, while other days I try to hop on for more relaxed streaming.
I streamed this game for charity, as part of me doing showcases of games made with RPG Maker. I played for about an hour and got what I felt like was a good feel for the game. There was some instances where some polish is certainly needed (I.E. The starting house, if you open a door, when you come back it will be a different style door.) and the maps and some things are certainly needing a cleaning up. There are some of the commonly used plugins, but no one can really fault you for those as they do appear to work very well with what you have here.
I would like to point out, by no means do I consider this demo terrible. The game has a lot of potential from what I can see. The writing is a good focal point as it is just humorous enough in some sections to where it doesn't detract from what is going on and the main character Nickolai (Nick) is rather relatable. The interactions between the characters also seems rather good, either with witty remarks that show how close they are or showing their differences in views and so on.
However, the cons are not to be ignored. As mentioned earlier about the maps needing to be cleaned up because it does appear to be the basic RTP. While not inherently bad, it does cause a bit of problem with the scaling. Characters looking way too small or too large compared to certain map objects, or looking very bare and not really focused on for designs. You can tell you spent more time on the opening house than you did on the bar where you can shop for weapons and armor. For example, the bar section doesn't look like it's been ever used as a bar.
The other major con that may become an issue is exposition dumping. There was one moment that did feel a little like this with Carmine explaining what is going on, but thankfully no moment I encountered in the first hour felt like it was too much. While there is a lot of information that needs to be imparted to the player, you also have to keep in mind that pacing of the information is super important. You did use the plugin for allowing idle chatter to where the characters went back and forth while the player moved around to do things, I would suggest using that more for exposition sections where other progression beats could be handled. Such as them having minor things for the player to interact with or do while information is being given to them.
Again, at no point do I consider this a bad demo. There is just some spots that might need some polish, but overall I see a lot of good potential with this and I look forward to future updates.
I played this game for a charity stream, and I have to say it was very well done. The puzzles and art style are charming and the atmosphere was well done. While there was some grammatical issues or parts where words were cut off as they went past the text box, I do not feel like they impacted the quality too much. It was a great game, and I highly suggest it.
I played this demo on my stream and defeated the Goblin King. The combat and style of the art really felt like a love letter to the old Final Fantasy and Dragon Warrior games, so you certainly hit that on the head. If the demo is any indication as to what the full game would be, I cannot wait to see what you do.
After an hour of giving it a good play through, I am still not done with the story but have noticed some things about the game. So here's a brief review. Please note that none of this is to dissuade or put down, as I would indeed like to see this completed and do suggest the game for a download.
Likes:
-The combat is unique in that it does not rely on levels but rather gear, focusing on having the right gear and skills so that you can take on enemies. Meaning you no longer have to spend large amounts of time grinding EXP/Levels in order to put up a good fight or find victory.
-The layout of each area is well done, having a nice feel that the world is indeed lived in.
-Key items are more than just one and done, but rather stay for a more permanent reminder of what items do or special encounters you will face.
-The story is rather pleasing and can be equated to a light-read. While not overly deep, it is deep enough to enjoy the world and see what the other characters have to say.
Dislikes:
-While the story is interesting and not too heavily tropey or leaning too much into the isekai style of stories, there is a small problem. That problem primarily being is that the story doesn't properly layout goals early on, leaving moments of feeling without direction.
-Random combat encounters do not feel rewarding or worth doing. While you do get some items from them, primarily essences, unless you are farming them for a craft, it is better to just run versus doing battle.
-Some of the set encounters do not feel properly balanced out. A risk vs reward customization is a novel concept, but can easily lead to frustration of how to deal with a type of enemy, especially when you find items but are not able to find correlating notes as to what the item does. (I.E. Brittle Axe is needed to beat slimes, but no notes were found before that battle saying what the axe did. Or the Rusty Metal Ring which I can only say that it does damage over time to you.)