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Fortunastreet

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A member registered Jan 28, 2022 · View creator page →

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Discord RPG Maker FR: https://discord.gg/X5Dar3xB

Chaîne youtube RPG Maker FR: https://www.youtube.com/@rpgmakerfr01 

Chaîne Twitch de Dr4G_^: https://www.twitch.tv/dr4g_p

Chaîne Twitch de Gabhungha: https://www.twitch.tv/gabh_tv

Yeah, I remember now, I was supposed to write my feedback on this game.

For context, I am too young to have played any of the game's inspirations, so it is my first time playing something like this.

I played this game on three occasions, once with the initial browser build, once with the gba version on an emulator and once on the updated browser build.
The initial browser build was unstable as it was easy to lose the focus of the game. It is how I ended my first playthrough early.
The gba version was functional but was quite slow after having played the quite faster browser build. Also for some reason, something like one input on four wasn't registered at all (maybe an emulator bug?) which made the game feel even slower. Despite having save states, it is not on this version that I finished the game.
The updated browser build worked well. This time I used the ultimate artefact of any Etrian Odyssey game: paper and pencils. With a map,I was easily able to beat the game.

The game has two main gameplays exploration and combat:

Exploration:
Exploration was at first uninviting, as everything seemed the same and I was easily lost. However, after using the legendary map, exploring isn’t actually that hard. Without the anxiety of being lost, it actually gives the opportunity to contemplate the scenery a little more, and notice that rooms are actually less similar than they first appear. There are also secrets hidden (I found a second party member and two medic packs).

Combat:
There may be a pretty complex battle system out there, but if it is the case, it is very obscure. From my observation, attack does sometimes a few damage, defend may reduce incoming damage, special is similar to attack, run gives roughly 50% chance of escaping. The best way to deal with battles is, well, to run away, as winning doesn't seem to give any advantage. The second best way is to mash the attack button. The current system is quite similar to what you could find in the very early game of a dragon quest, which means it isn’t very engaging. It really needs a boss or something to raise the stakes. 

There are a lot of things that could be added to this game, like sounds to begin with, but given the game is supposed to work on very limited platforms, I don’t know how relevant my suggestions would be.

Feedback fairyloading.

Gave v45 to Mr. Kuro. This time he beat the game.

So I played and won a 6-curses run.
-Curse 1: Doesn't change much, as it is only one shield when there is 20+ enemies in one battle.
-Curse 2: Makes stalling out big threats with cheap creatures way more dangerous.
-Curse 3: Makes shop less interesting to visit. I would say I visited one less shop on average.
-Curse 4: Harder bosses are welcomed.
-Curse 5: Having only one item per crew prevent stacking a bunch of buffs on one powerful creature and makes the game less confusing.
-Curse 6: I didn't let enemies merge very often, so it wasn't at all a big deal.

More random thoughts:

-I tried using the wheel during card choices, it helps but you still don't have a view of the whole battlefield.
-A auto-save feature would be nice to add at some point. (But I'm sure you are already working on it)
-There should definitively be a score multiplier for cursed runs
-The crab is surprisingly better than I imagined
-The waiter and cheap heal in general as well.
-I have yet to find a card that makes me want to play rats.
-Confused and shielded enemies should lose their confused/shield icon after the effect has expired.
-The game managed to drain 80% of the battery of my laptop in 40 minutes, there may be some optimisation needed.

More random new bugs:
-Enemies' UI isn't big enough for enemies with 10/10 or more stats
-The stunned animation seem to be missing when an enemy is stunned more than once.
(3 edits)

I never played a game like this one before; how should I call it? A deckbuilding tower defence game?

What I liked about this game:
-The gameplay
-The gameplay
-The graphics and the musics were nice too.

What I think would improve this game:
-The dev arts make it easy to confuse cards with each other (especially the axolotls), but I'm sure you are already working on that.
-The fact that there is only like 5 different icons for all the card improvements makes it also very easy to confuse them. (I'm also sure you are already working on that.)
-You can not see the situation of the battle when choosing a new crew between 3 (but for some reason, you can still see the map). A simple "see board" button who hides temporarily the card choice would really help making informed decisions.
-After finishing a stage, you have to manually scroll the map to go to the next trial.
-I don't understand why HP are shown twice.

Random thoughts (neither negative nor positive):
-Rat cards seemed weak compared to other cards, until I realise there are rat cards already in the starting deck... (They still seem less good than axolotls)
-I thought the game was quite easy at first, until I took too much confidence and let the final boss defeat me.
-I don't know how one can reliably afford the 6+ cards, unless you find a second rudder.
-I was a bit confused at first that you can not drag and drop the card, but I think the current system works probably better for this game.
-Should try a curse 6 run if I have the time before the end of the jam.
-I guess One Piece was a big inspiration for this game's graphics?
-There isn't much variety for ship cards, you plan to keep only the current three?

(2 edits)

That's definitively weird you can not load any save file.
I added a new build who I hope will fix the issue.

This is the menu bug I was talking about. This element appear briefly after closing the menu.


Thank you for sharing your thoughts! 🧚🧚🧚

Concerning the save/load issue: could you describe me what problem exactly you had? Given the game auto-save itself each time you change map, you wouldn't have been able to progress much if it was just the permission issue.

To follow up on your comments:
-I didn't understand what you meant with "In the initial intro ‘Esc’ should go to a menu. Right now it progresses the dialogue." Do you mean you would have expected to be able to access the main menu during cutscene/dialogues, like in a visual novel?
-On a second playthrough, you can skip most of the intro if you have the achievement you get at the end of the intro (as those achievements are global data). Dialogues can also be skipped using the shift key.
-There is no pause in battle, but the battle won't progress if you don't select an action either, so a pause button would be redundant.
-Seems like you were a bit confused by the change of character. May be their battle portrait should be less dark so one can easily understand they are controlling someone else?
-I will have to try using different text colours
-That student had the wrong trigger for years, and I never noticed it. Thank you for catching that. 🧚
-It is quite common for heroes in RPG to get stuff by just searching through random place (to not say stealing). There are already a few optional quests who give you cash when completed.
-Concerning the battle system I would say (from my biased point of view) that the game is somewhere in the middle in terms of complexity for a JRPG. What elements exactly gave you the impression it was too complex/tedious? The combat tutorials? The starting enemies?

(2 edits)

Here is my more serious review:

For context I'm a quite good slay the spire player, the only reason I didn't grind until ascension 20 is because I got bored after a while.

🧚‍♀️What I liked about this game:
-Everything

🧚‍♀️What this game would benefit from:
-More stages and more characters, but I'm pretty sure you are already working on them
-Didn't see any fairy in the game, but I may have missed them
-The possibility to visualise which artefact/card you are offered without being forced to choose directly (like if I'm proposed the toxic egg, it would be nice to know if I have any nice skill in my card choice)
-A way to see what the upgrade of a card looks like (for example, seeing the upgrade of a card like poison arrow make it suddenly quite more interesting to pick).
-A reminder at the camp that you have a mystery essence in your deck and you may want to rest rather than upgrade.

🧚‍♀️Bugs:
-Stable orbit+ either doesn't work properly or doesn't explain well its effects, I only received radiance from it when I actually redirected an attack.

🧚‍♀️Random thought (neither positive nor negative):
-I wish you good luck to balance all of this. I got the tangle yarn on my second run, and let me tell you it is even more ridiculous than the pyramid cube of slay the spire. A lot of gems/relics scream that they want to break the game.
-The huntress' relic seems by far the best, to not say the only sensible choice. You are at the mercy of card draw in this game, even more than in slay the spire due to having 3 different colours of mana/cards. Having a good starting turn is essential. The dwarf's starting relic may be fun for a greedy run. The tactician relic is laughingly bad. No battle is ever going to last 7 turns unless it is a boss battle, and an upgrade at that point of the fight isn't going to change much. I don't know what to think of the priestess' relic, multi-enemies encounters aren't that common.
-The game is already easy for me despite having upgraded no heroes. I hope there will be enough challenge justifying those upgrades.

Too easy. And this first run video will prove it.
https://drive.google.com/file/d/1XWVi4LVTr2Ka9w88jvlYCpOJEIseEXL9/view?usp=shari...

(Actual feedback fairyloading)

For context, I'm not a big horror game player, I mostly experience them by watching streamers.

🧚What I liked about this game:
-The graphics
-The BGM
-The horror build-up

🧚What this game needs:
-Content! The game is currently too short, there is a nice build-up but instead of starting the horror party, the "end of the demo" is displayed.
-Better controls, or at least the possibility to remap them. I know RM horror dev don't like giving mouse control to the player (it would be chasing phases too easy, I guess?), but placing the cancel button on Esc is illegal. Anyone playing without a controller would really appreciate some better keyboard controls.
-Better polish (see the bug sections for some samples of things to improve upon)
-There are no fairies in this game :-(.

🧚Bugs:
-There are a lot of tiles I shouldn't be able to walk over, and cupboards who act as invisible walls
-Playing piano in the starting house ignore your volume options
-One of the main character's emotions is misaligned compared to the others
-There is something appearing for a short amount of time at the top left of the screen when closing a menu (may be the health bar?)

🧚Random thoughts (neither positive nor negative):
-The "command remember" and "auto run" options seem quite useless, they could be removed (by the way, the character is quite slow)

(2 edits)

Thank you a lot for reaching the end, it means a lot to the fairy community. 🧚‍♀️🧚‍♀️🧚‍♀️

To follow up on your comments:
-The repel doesn't prevent you from getting surprised by monsters when your hp drops to 1 in dangerous terrain, no. The smell of your blood becomes stronger than the repel at that point. Initially there were random encounters in that forest, but players just keep ignoring them because it distracts them from the puzzle and the gameplay with just a single Angel isn't that interesting. So I had to find another reason to make the player worry about the poisonous swamps.
-You probably dealt the metal slime a critical hit. They take full damage from physical critical hits, it is their main weakness.

-In the new menu, you would have wanted to be able to go from the "item" section directly to "game end", like in MV default menu? If it is a very good suggestion, I will add that in the next big update.
-Those two combats have in common that you are controlling only a single character who has no way of grinding/rearranging their skills, so the puzzle approach seemed the most appropriate. Don't worry, the next bosses will be more traditional.
-I guess you are thinking of the stacks of gold in the ancient village? They are more there to tell a story about the inhabitant who had to flee the village leaving the little they had than being actually valuable.
-It is. I wanted to reduce the scope a little after the Earth Realm.

-You can also see the pink-haired fairy if you create a new game or if you complete the secret quest of chapter 4 (at the inn of the Sabina region)
-Fabiana won’t be leaving the party anytime soon.

The fairy council had three questions for you:
-Did you have any problem with the puzzle in the depths of the earth dungeon (the one with the jewels you have to place around)? It is a brand new one that replaced the old puzzle which was considered by most players as too difficult, so I would like to have your impressions on it.
-Did you buy the mage apprentice outfit at the casino for 400 casino chips? 🧙‍♀️
-What does your achievements page look like? (It can be easily accessed in the extras)

Again, thank you a lot for going this far. 🧚‍♀️

Seems like I forgot to speak about the hack terminal battles:
-I like the settings of them
-I like the fact that the enemies get stronger as their allies are defeated.
-They are also very big difficulty spikes which wasn't a real problem for me, but I can easily imagine some being blocked by them.
-They can become unwinnable if you kill the enemies in the "wrong order" and end up with a single very tanky enemy who is buffed by most of the 1, 2, 3, 4 and 5 stars buffs at once and has a good aoe physical skill (Angelus Aegis is probably the worst in that regard).
-It isn't exactly obvious which enemy must be killed first, as the buff they give on their death seems to be arbitrary assigned to each enemy. One won't know the correct kill streak unless they try the battle at least once before.

I crafted the lighter, yes.

(2 edits)

So I found the key in the well, what am I supposed to do with it?
No door in the house can be open by it, and I don't see anything else to do.

Thank you fellow fairy for the VOD. 🧚

Thank you for going outside of your comfort zone and giving me your first impressions. 🧚

For context, I already played the first two "chapters" that were available at the last FBQ.
It seemed like they didn't change that much, so I loaded my old save file and continued chapter 3 to see where the adventures of space-Flora, space-Angel, space-Edwin and the new space-Fabiana are going.

🧚What I liked in this game:
-The absurdish writing
-The new bgms
-The fairies are still there!
-There are now treasure chests for the fairies, too!
-The new direction of the combat. In the previous version, combats were slow and grindy with the elements having no noticeable impact and ailments having a key role to victory. However in v42 chapter 3 the battles were way too hard, as enemies were too bulky to use this approach. The additional of bigger elemental weaknesses, new equipments among which the busted healing staff or the ones who give the part a full strength/magic buff, and stat boosting items allow to break the enemies' bulkiness.

🧚What I think could be improved upon:
-The game need more polish (see the bug section)
-The moon, void, sun and plasma sector are either very easy if you have the right magic or extremely tedious if you don't. Given it isn't immediately obvious you need to ask the glasses for that info, it is very likely a player will have to experience at least one tedious version. I did for the moon sector (the fire ring not working against the ice traps let me think that clue was for enemies elemental weaknesses), and let me say you that this experience was horrible. I should the game would benefit a lot from having a more balanced approach (more challenge if you have the good magic, but less tedious if you don't). In the moon sector for example, you could add 'checkpoints' were you would be teleported to instead than at the start.
-The spaceship sprite is in a very different art style than the rest of the game
-The timer for enemy to respawn is still way too short. I could argue than for the enemies of chapter 3, they should not respawn at all if defeated until you change map. There are already enough battles as it is.
-I had to play with a keyboard as selecting enemies with the mouse is nearly impossible.
-It would be nice to see the icon of the lot you get in treasure chests, as sometimes it isn't obvious if it is an item, a weapon or an armour.

🧚Random bugs I noted:
-The fire ring doesn't help you as the moon sector contrary to what the student says you.
-Volley fire hit the party twice for some reason
-The ion ring gives you spark as skill instead of Tonitru
-Space-Fabiana doesn’t enter the party with full life
-Multiple offensive skills like spark or tsunami can be used in the main menu (for no effect)
-Force field can be used outside of battle, allowing the party to start with magic defence buffed at max.
-Ice traps from the moon sector teleport you on a student
-The text of the clue for the genetically modified alien web is cut
-Using the flurry skill (or any other one who hides the interface) to kill an enemy with a death trigger (like during the gates battles) is... interestingly bugged.
-Buff/debuff seem to sometimes fail now?
-Some passabilities in the moon sector seems badly set
-There are some inaccessible building on the space map that have an animation suggesting they can be visited.
-...

🧚Random thoughts (neither negative nor positive):
-There is really a secret Pretty Pyro season 2?
-The final gate boss is really easy as you can either stall the fight by not attacking him (which gives you the time to full buff your party and accumulate a lot TP).
-I tested briefly the start of the game, and it seemed quite easier, which is a guess a good thing I guess, given it was quite grindy before.

(Feedback fairyloading)

I can do the fix myself if it is as easy as giving her the correct class.

(1 edit)

It is nice to see people appreciating the world and the story, usually people prefer the battle system.
For the graphics, it is a mix of engine default resources, RM community made resources, asset packs, commissioned works and a bit of my own (notably most of the title screen was made by myself).

Since it is a feedback jam, do you remember something you would have put in the "things that could be improved" category? 🧚

Is it normal I have so many equip slots or is it a bug due to the fact I reused my old save?

Happy you manage to find a solution.
If like MontyOnTheRun you happen to be stuck on the loading screen, I updated the mac build to fix this issue.

(1 edit)

Well, suddenly there are a lot of Mac users out there. ^^
From what I can see, the game is trying to create the initial config file, but doesn't have the permission to do so.
I just checked the permissions on the linux I use for the deployment of the mac version, and Verloren.app only allow writing only for the owner of the file (the save folder allows it for the owner's group). You wouldn't happen to have tested it without having the user privilege? Or may be the permission were altered somewhere in the process.

In any case, giving the write permission to Verloren.app and/or the save folder should solve the issue, from the limited understanding I have for Mac apps.

In that case I will try version 0.44. 🧚

Thanks for the post, as said on the game's page I don't have a mac (and I don't know enough anyone who does), so such feedback is very valuable.

Important question: did the game display any kind of error (like for a missing resource)?

I will try rebuilding an updated mac build, hoping it solves the issue.

The complexity increases the time needed to analyse the grid by a lot and makes bad locations harder to ignore, for sure.
What I mean by "the game seemed easy to me" is that I always had the impression the game has a big margin for error even in high complexity, with multiple paths probably leading to a solution. It isn't necessary a bad thing, especially if the game isn't supposed to go the puzzle direction.

Oh, an Advance wars-like! For context, I have played all 4 advance wars games, in particular Days of Ruin/Dark conflict I consider to be the best.

What I liked about this game:
-The music, especially the music of the title screen
-The graphics
-It is an Advance wars-like game with some more idea thrown into the mix

What I think could be improved:
-I had the impression I just completed the early tutorials after finishing the demo. It suggests that either the game has a smaller scope or that it is still in early beta and doesn’t have all its features ready yet. I think the demo is a bit limited currently and should show more of the completed game. Just 6 different units looks quite few.
-It is very easy to miss that your power is ready. Maybe the command should glow or something when it can be used.

Random thoughts (neither positive or negative):
-I had the impression that Kramen was just an evil doppelganger of Lance given how similar they look in battle with their same emotion. Same for the two female COs on the first image of the game’s page. Unless they are supposed to be siblings, I would recommend differentiating them more from each other.
-Maybe it is my Advance wars experience that confused me, but if you select a ranger unit that you want to remain stationary and select it again, you don’t have the option to shoot like you would with an Advance wars artillery. You have to manually select your target. It makes me think at first that snipers can not shoot in melee.
-Why do buildings have 20 HP? All units capture at 10 HP regardless of their own HP.
-I’m pretty sure the tank should not cost 1500 gold, given how little damage it deals to infantry and how much cheap damage it takes from them.
-The ranger seemed quite powerful, its 500 gold price tag seems justified.
-Having swords on the enemy when using your power is counter-intuitive, it suggests that they are the ones getting the buff. If you want to signal that they are taking more damage, maybe those should be skulls instead like in wargroove.

I had the time to write your feedback during the lunch break.

I was first surprised that the route planning gameplay from the previous Feedbackquest was scraped. I remembered it was already quite good. Not that the new approach is bad or anything.

What I liked with this game:
-The gameplay
-The new gameplay features
-The graphics/sounds

What this game would benefit from:
-Indicating somewhere in the resume how much a character can move, as currently you can only know the move speed of the character you are currently controlling.
-Indicating somewhere how much extra stuff witches are carrying
-A way to reset the character's current turn rather than the whole level
-There are no fairies in this game. :-(

Random thoughts (neither negative or positive):
-How can the witches drink at the hedgehogs' tavern? Aren't they a big too tall for such place?
-I first thought the new witch character was a sorcerer, until I saw that this character's name was Gertruda.

(Actual feedback coming tomorrow)

After playing the tutorial, I was expecting to play some sort of puzzle game. But given the randomness of some elements, it seems to be against the puzzle philosophy. To be fair, the game isn't classified as puzzle game. Anyway, I just wanted to say I didn't know how I should approach this one. ^^

What I like with this game:
-The simple but effective concept
-The well done tutorial who explains the game mechanics quite well

What I would like to be improved:
-I think the game would benefit a lot from having a campaign full of handcrafted, progressively more difficult levels. Just playing with randomly generated levels can only go so far.
-There are no fairies in this game. :-(

Random thoughts (neither negative or positive):
-It is very easy to abuse the randomness of the shop and certain places to get the outcomes you want after a couple of tries, allowing an easy brute force of the solution.
-Curses and curse-related items seem to not be very often relevant, I never got a level that made a clever use of them.
-Energy seems to often be the limiting factor, time way less often.
-The game seemed quite easy to me.
-It seems like you can select the case you are currently on and spend a day not moving? Is it intended?
-The see shop button is quite easy to miss, it could be more highlighted.

Was going to say the game looked like last time I tested it with mid-game enemies way too strong, but it seems like I was on the old version 42 while you were sneakily updating to version 44. I will wait until you are done with updates, then.

🧚🧚🧚🧚🧚

There has been another short episode, but the stream was hijacked and I was too tired to bring it back on the right track. 🧚🧚

There was another stream with the new content yesterday.
It is super nice to see where it is going. However enemy groups seemed to be very, very powerful. I made the test with my old save myself to be sure (with my old level 8 team), and even I had big troubles defeating anything who isn't the book encounter. I didn't pick the martial artist yet, as I assume I'm not supposed to know she exist before exploring most of the space map.

Second and last episode up, Starlight destiny starts after roughly two hours: https://www.twitch.tv/videos/2198490513

I thought you may find this vod interesting: https://www.twitch.tv/videos/2194290825

🧚‍♀️🧚‍♀️🧚‍♀️ I thought this could interest you: https://www.twitch.tv/videos/2140758932

You've made good progress, you're over halfway through the game.
Thanks for the advanced feedback!  🧚

As a reward, here is a little preview of a certain costume for Angel. 🧙‍♀️