That is fair, I'll make sure that's clear. I think I probably should've added some GM content on how to integrate or handle a Fusion character in FEV. Right now I can't update the PDF anymore without rewriting it because my motherboard fried recently but I think I'm probably going to make sure I can do that in the future. So.. when you get a notification that the PDF is updated, don't be too surprised.
PixelScum
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Great start for a first game, could actually be turned into something cool with some time and work put into it. The low amount of safe points got in the way a bit but I didn't get too frustrated. The mapping could use some work but that kind of thing mostly comes from doing rather than listening and steadily making areas more complex. Part of what makes a good RPGmaker map is nuance to the different object placements -- you could definitely use some stuff to make it clearer that you're going the right way or at least have more landmarks. More stuff you can directly interact with to get some text description would've helped a lot instead of things like the iron gates that just blast a loud sound at you -- this would also help mitigate the more empty feeling of the long featureless hallways; giving you a more lived in vibe.
Mechanically the combat wasn't super punishing and honestly could've used a bit more time in the oven? Like I do appreciate that you have some basics to make wandering around alone less frustrating. The encounter rate could've used finer tuning if only because default encounter rate on rpgmaker is rough.
That being said by no means is this bad, this can definitely be turned into something cool if you actually wanna work on it past the jam.
Honestly a pretty solidly funny game with decent mapping -- the ending honestly cracked me up hard. Mechanically I think the game over's were kind of pointless since the game expects you to save outside everything anyway but it's fine. Aside from that? There's a bit of collision weirdness on the ship at the start of the game (you can walk into the upper 'missing' engine and there are tiling errors in the trees. There's also sprite wrapping errors in the main character's sprite.
It's a fun idea mostly held back by the map design, lack of interactable objects, and a really basic understanding of the engine. It has a lot of room to improve but definitely COULD improve. For example you don't want things like open doors to be places you can't enter, and you want walkable map edges to lead to other areas (or to obstruct those map edges.) Not adding descriptive or talk events on random objects in the scenery makes the game feel a lot less alive than it could be and making the inn npc's dialogue activate when you step in front of them instead of making it an interact on the counter (or just making sure the counter can be interacted over) is really rough.
Small things like this can build up to make your game a lot more lively and memorable basically.