Well, it's an interesting start so far, I definitely like the little twist when speakin' to Dean Franklin about "Gary". Other than that, I enjoyed the graphics for what little was there, probably would have looked a bit better if the models were maybe 2x's bigger in the battle screen, but it's a'ight as is.
I got stuck however, when I went down the staircase on the right it was just a black screen. I could move around though because as I was able to get back out of that screen by just pressin' WASD... So I'm not sure if there was anything more after that.
Again, a fine start, has some intriguing aspects about it that I would like to see more down the line if you are ever to continue. Good job.
SilverSterling5
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Well, after installin' what this game needed to work on my end, this was pretty entertaining... in an old Newgrounds kind of way. I was not expectin' a whole lot of Phillips CD-i representation, but it definitely made me laugh throughout what I played. Is there any reason why you decided to include those specific characters in this game?
The only real bug I found, which might actually be intended (?), is that when selecting the second option while talkin' to the NPC in the first room it freezes Dedede in place and needs to be restarted to fix.
Also some of the UI in the battle mode is sort of hard to read, especially the stats on top of the Dedede sprite.
In conclusion, I was definitely thoroughly entertained.
Thanks for playin' and for your feedback.
I would have liked to have fixed the combat this time around, but I needed to at least work on the other side of the game first, for a better 'representation' of what you might expect from the finished product. Also, yes, I think I can fix it so that the Demon will be able to stop a bit further away when trying to locate the Player's hitbox. Hopefully in the next jam I'll have time to add in some extra flair, like a UI health system, sound effects, enemies that actually deal damage... and so on.
Honestly the more I think about it, while I'm not really a fan of the series (except for the turn-based new ones), Yakuza is a bit more in line of what I'm tryin' to go for in terms of having a cross between Beat-Em-Up with level up mechanics and "Open-City" Exploration... Since I believe there is an option to navigate in first person within those games.
Again, thank you for your time.
Thanks for playin' and for the feedback.
I'm definitely goin' to keep on workin' on this game until I feel it's "complete" within these upcoming Jams. Still quite a bit of a long way to go, but I feel I'm gettin' closer.
The direction I wanted the game to go in was a mix between a beat-em-up that has level-up mechanics (like Star Wars Jedi Power Battles and Lord of the Rings: The Return of the King) and a first person adventure game with 'detective' style mechanics akin to most point-and-click dungeon games (like Elder Scrolls 1 and 2, Shining in the Darkness, Phantasy Star 1, and yeah SMT 1 and 2). All the while being Split-Screen Couch Co-op, even in the first person areas, where both players have their specific 'jobs', to keep up their respective façades, and their own investigations throughout the city.
Might be too ambitious right now for my talents alone, but it's somethin' that I've wanted to make for my best friend and me since the above referenced games were our shared childhoods.
Thank you for playin' and for your feedback.
This is my first time ever tryin' my hand at making a "combat" system. There's still a lot I have left to even scratch the surface when it comes to learning about what to do in such cases. But it's a start.
Also learning about Unity's Timeline and how to implement cutscenes is also somethin' that's fairly new to me. I agree that the pacing needs to be faster/user friendly, but with the knowledge I have of it, that's the compromise for now. (There's still a whole lot more animations/images/textures/etc. that put into context what I have in mind that haven't made it in yet)
I'm sure you just like Trixie for her... 'bubbly' personality, of course...
Well at least this game is functionally playable. I enjoyed some of the beast designs, especially Shawoop. Other than that, mostly everything works as intended. Although without any items or restoration of some kind that I could figure out I guess I just had to stop at some point.
The only minor bug I found was that the player can talk the the mom character over and over to get multiple beasts, which honestly for this little snippet of gameplay was fine for trying them all out at once.
Also I got to a part when transitioning into one of the other maps it returned an Error and had to reload an autosave to fix it... probably known and not terribly extreme for what this is, but yeah.
Again, you got a fairly interesting game that with a little bit of more work could be somewhat fun.
Honestly a pretty fantastic game you got here. I didn't even run into any sort of bugs/problems in my time with it. I made it all the way through to the end with the party consisting of Oozlord, Mr. Sam, and or course Greatfrog, very likable visuals as well. The balancing was pretty great, and even though I think that leveling was a bit too fast, it felt fine for this little snippet of gameplay. Hopefully there'll be a bit more in the story and character department, if that's something that's important in the end for this...
One minor thing I would add in the future is some kind of "inspect" feature for attacks while in battle, even though you can do such a thing outside of it. It just makes things a bit more clear when you haven't really used a specific attack/spell in a while to know what exactly it does. Also maybe a run button might be nice, even though the map design rarely feels long enough to warrant such an addition.
All in all an incredibly great little game. Good job. (Silly Sword really is silly)
I can definitely see the Duct tape with this one, but at the very least it is playable. I do enjoy some tactics gameplay and from what I played everything seems to work pretty well, even with the over the top enemy stats. Besides that though, I think the overall aesthetics needs a bit of work, it's fine for right now, but some of the UI gets in the way of the action when there are controllable critters by the bottom of the screen.
Good job so far.
I only played the web build, at least what I could play of it, but I was pretty impressed what was on offer here. The web build definitely suffers from load times and hitches here and there, as stated, but was playable... for the most part. I definitely had to reload the page and restart the game at least twice though. Other than that though, everything here on offer is very well done, the sprite work is great, the Wizard of Oz theme is pretty fun, and I think the overall gameplay experience is spot on for bein' a Pokemon clone.
I'm pretty sure you already know, but in terms of 'bugs' I've found they were really only related to the selection of options during battle. Specifically the greyed out options don't lead anywhere (Items and Switch when you have nothing in the bag or extra Hokum-mons) and you can't esc back to selecting anything else causing the game to just 'freeze' and needing a restart.
The only other bug I was able to find was that all the moves (probably only Toto's Scratch, since that was the one I noticed) don't get restocked when going to the clinic, maybe there's another place to go or need an item, but the same thing happens when selecting Scratch when it had 0 left causing the game to 'freeze'.
In conclusion, a pretty great game that offers pretty much exactly what you'd expect from a Pokemon clone with a wizard-y twist... even with the Web build problems stated.
An extremely interesting game you got here. Reminds me of the Mega Man EXE/Battle Network games. It seems to work just fine as well, though some of the movement feels a bit unresponsive at times, is there supposed to be some kind of delay timer with the attacks?
I would like to see this game fleshed out some more, since what you've accomplished thus far seems fairly promising.
For bein' an extremely basic showcase of a demo in rpgmaker... I guess this is fine. Though there's not much else in actually working out what does what when all the encounters are pretty much instant death. Everything SEEMS to work as intended, like equipping skills on some of the monsters you get from the crystals and equipping different books where some give skills for the main character to use in battle (like the Death Note).
Other than that... nice art for some of the monsters I was able to see...
Pretty nice game you got here. I'm very much a fan of early Pokemon game design and it seems that you have captured the aesthetic pretty nicely. Even though it still needs quite a bit of work, there was at the very least an actual culmination of mechanics that could resemble the finished product.
I know this is VERY early and still needs work, but here are some 'bugs' that I encountered just so you know...
1: Able to interact with objects when not facing them, just need to be close. Some can be interacted with when they aren't there anymore, like with the Philosaur at the beginning.
2: Able to move while the backpack is open, not sure if that's intentional and doesn't actually break anything, Just something to keep in mind.
3: If you use the Pringleballs again in the same area you caught the Philosaur it freezes and seemingly needs to be restarted to fix.
4: When starting a battle, if ITEM is chosen first it goes to the FIGHT selection screen, every other button seems to work if chosen first. If PRINGLEMON is selected first it seems to fix the ITEM button to actually be able to select the item without wasting a turn first.
5: When selecting an attack that has 0 uses left, it can still be used to do damage/effects even though it says "attack missed".
All in all, keep up the good work...
Pretty interestin' stuff you got here, everything on display works as intended for the most part. I honestly dig the style, although I would go even further and have some of the menus, dialogue, and even backgrounds done within the style of the art displayed, but that might be a bit too far for the amount of time put in. Also the story was fairly unique, thus making it engaging and kept me playin' to see more.
One minor 'bug', if you can even call it that, that I ran into was that on most places you have triggers for dialogue to occur, you can trigger them indefinitely if you keep going back over them. Nothing major and doesn't affect anything whatsoever, but it's very noticeable if the player decides to backtrack a bit.
Also, just a bit of a suggestion for going forward, having a second drawing for the OPENED state of the 'container/chest' objects would work wonders in knowing the area a bit more when traversing through these mazes. It's fine as is, but it is pretty tedious to go up to a 'chest' icon to find out that I've already opened it, whereas if at a glance from further away I could already tell I've been there would save a lot of unnecessary backtracking.
In summary, what you've got so far is uniquely intriguing on a base level that with a bit more time in the oven it could be something even more so down the line. Great job!
I'm extremely impressed with how much is here, you've pretty much nailed the base design of an expansive RPG. As for the gameplay and story, for what you've accomplished in such a short time, is very commendable. I think the inspiration is very apparent within while maintaining it's own style to a degree. Also the design of the main character is nice, maybe down the line you'll be able to replace the base designs with your own, which I think will look a bit more cohesive than it is now.
Oh, and the gene equipment implementation is possibly my favorite part, since it's almost like a fuse between FF9's equipment/abilities system and SMT: Nocturne's magatama system.
One MINOR 'bug' I ran into was when I selected a specific entity to be healed and switched a different entity out in the same round, the entity that occupies that space got healed instead of the one I wanted. I think a quick fix may be that when switching out entities, you don't put them at the end and have the rest move to the left once, instead just switch them out in the space the switcher occupied. It could be a limitation of the software itself, but I'm sure there's a fix.
Some minor critiques/additions I would suggest is:
- Probably show the max for HP/MP in battle or in menus rather than when only switching in entities.
- Add some kind of weakness/resist types somewhere in the status of entities rather than guessing (though most of the visualizations are pretty obvious, like books are weak to fire and robots are weak to acid, etc.)
- Most areas are a bit too expansive, where I believe it's really only accommodating the 'random' battle implementation, if you shorten its time, with a tad more battles, you could have tighter areas.
- Finally since the inspiration is very heavy maybe think about adding in a skill point choice system after level-ups like in other SMT games or something fairly similar.
To sum it all up, what you've got here is definitely an A+ in how well everything is presented with great gameplay, intriguing story, and complementary inspirations from both, especially within the allotted time. Superb job.
You've got a pretty good grasp on nice feeling controls that are almost completely finished at this point, as well as being visually appealing for the most part. With more time I'm sure you'll have something really great down the line.
However, I did notice that dashing seemingly has a slight random chance to dash in the opposite direction as intended, I'm not entirely sure why but that's somethin' to keep an eye on.
All in all, there's not much else here to go on about, but what you've got thus far is fairly promising in how you'll go about their future implementations. Good job in makin' it this far.
Possibly the best entry that I've played so far. Even though the content within is something I wouldn't seek out, I can clearly see that there's a whole lot of polish that most if not all was done within at least a month, seemingly. The visuals, audio, and gameplay were all perfectly cohesive for what set out to achieve, within a story that was fun enough to keep it mostly engaging.
Although the extremely impressive experience was mostly bug free, I did in fact run into some that ultimately hampered the end game for me...
- While going to the first Inn you come across, talking to your party members will reset the formation every time. This seems to be a VERY negligible bug, since it's very easy to just move the formation back to what it was before, but it might have a hand in another bug down the line... (this doesn't happen at the other town's inn)
- The pre-battle scenario with Serpentine, where you're able to move around while she teleports, the player can easily book it to the castle entrance and go inside. This causes a weird out-of-bounds placement bug that loads the player outside the playable area of the throne room. The only fix is exiting out to the menu and loading back in since you can't actually enter a loadable trigger. Might be an easy fix to just block off the entrance until after you actually win her boss fight.
- A fairly significant bug makes it possible to break the Purin illness quest. Going to the inn in town and talk to Purin and others resets the party to FULL, thus making you able to skip it entirely and/or bring them all along to get the ingredients. Might be an easy fix but this may also have something to do with the next 'bug', I didn't go back to give Purin the ingredients since I already had everyone to go forward...
- In the shadow area where you seemingly have to follow a lone Cow, 3 out of 3 times that I tried, the Cow 'breaks' easily. After the initial interaction with it, which seems to follow an intricate path but then stops, speaking with it again only makes the Cow moves about 7 steps south every single time after that, which loops around the area nonstop. I tried to continue on and was able to find and defeat two Lantern mini-bosses (saw a uninteractable possible third) but there seemingly wasn't anything at all to make me progress, unfortunately.
One MINOR nitpick I had was that enemies, for the first third of the game, had about 20% more health than I would consider fun to fight. Although the bosses themselves were overall fine, I wouldn't change a thing there, but the basic encounters went on just a bit longer than it needs to be.
All in all, what you've got here is quite superb in most categories and extremely surprising with how much got finished in such a short time for a mostly complete experience. Fantastic job!
Very intriguing world you built here, the style alone is pretty interesting in and of itself. The audio, as well, definitely mixes amazingly with the vibe you're trying to achieve. Also the interactions and dialogue trees are fairly engaging throughout, though a bit on the long-winded side in some aspects, definitely can see where the point-and-click aspects shined.
One fairly minor 'bug' I ran into, knowing that this is definitely not wholly finished, was that when pressing Space to show interactables at very specific times made the top left menus pop up instead. I'm not entirely sure why this happens, but it happened randomly when exiting out of menus and quitting out of dialogue trees. Though, when interacting with dialogue trees again, it seemed to have fixed itself and would be able to press space to highlight stuff as intended without opening menus. Nothin' terribly broken and easily fixed but something to consider lookin' into.
In short, there's a pretty interesting game you've got here and would like to see it develop a bit more with the combination of its seemingly Point-and-Click origins with its new RPG elements down the line. Great job!
Truly a great little game you got, at least for what was playable. The pixel art is great and the actual gameplay, while the controls may be placed weirdly, was pretty fresh from the norm. The story for what's here is interesting, you did a fairly good job at setting up a base plot for what'll go down in the future if you continue to develop this game.
One thing I would suggest is when adding magic spells into the slots, it would be nice to have some kind of MP cost near the slots when out of the menus. Since it's a bit hard to gauge the cost even with the MP up to the left of the screen. Possibly also make the UI a bit more visually prominent overall.
Some minor bugs I ran into included:
- It's fairly easy to walk out of bounds on most maps, nothing drastic at all, since you can easily get back in the way you went out.
- The Consecration Ground spell seems to not work as described, just doing huge damage once on enemies in the area of effect. Also the visual graphic used for it randomly stays on the floor it was cast on indefinitely, until changing areas.
- When closing the game with save data, reloading from the start menu seems to break the game which includes wonky animations, resets levels with 0 points, no recently acquired equipment/items, and so on. The only way I fixed it was going back to the crystal after all that happened and loading it, which corrected the entire issue.
All in all, I really enjoyed this fresh take on a semi-action rpg, reminiscent of the Mana series. With a little more polish, this could become something really great down the line. Nice job.
I can see that this is clearly unfinished, but it shows a lot of promise if you decide to finish this down the line.
One thing I would establish for this prototype is type out what the controls are somewhere within, so as to not have players that use the keyboard fumble around blindly. I figured out the controls eventually, and what you have thus far is all pretty responsive and feels good visually. I also tested out the controls with a gamepad, which was a bit more understandable control-wise.
I'm sure you know most of this already, but I did run into some bugs here and there, mainly when pressing the G key on the keyboard, which seems to let you switch 'gravity'. When in town switching gravity and leaving to then go back into town causes unwanted things to occur. Like having the character walk upside down when on the ground and sometimes in a constant state of sliding on the ground unable to do anything except for switching again. Sometimes it also causes the walk animation upside down when in air. Possibly an easy enough fix, but something to keep in mind at least for this little showcase of what you have finished.
Also, a minor occurrence in which jumping to go out of town makes the side-scrolling character model show up for a bit on the world-map. It may be that however you situated the world-map and the town area that they may be too close...? Not sure, but it's mostly just a visible 'bug' that doesn't remain onscreen, since that model appears to just fall out of the visual bounds of the world-map.
Lastly, when in the world-map area, moving the character is pretty weird, in which pressing and letting go of the move buttons make the character move twice, as well as when using the gamepad- holding the move buttons do not do anything except move the character one tile and does not continue on until let go.
In conclusion, for whatever unfinished state this game is in, I do very much love the successful attempt here of at least capturing the visuals and feel of Zelda 2, my favorite in the series. I would love to see what you have in store if you continue to do something with this in the future. Great job.
Fairly good start for a demo, though not much was showcased in what exactly this game might entail in the future, at least story-wise.
The gameplay though is pretty much playable without any hiccups, though I did notice that the TP amount did not show when lookin' through the menus outside of battle, and maybe by design but it did seem to run out randomly when walking around for too long without any battles. So it was hard to gauge what I could use in the next battle and the TP gained from actions, possibly due to high player level and easy one-shot enemies, was fairly slow, to the point I was unable to test the higher cost actions.
Other than that, pretty good designs you got here and what little was shown of the main character shows promise in what they were about.
In summary, a fine start for a game, with extremely minor nitpicks with just how short it was, but beside that it shows potential. Good job!
A very neat idea, really love the 2D and 3D mix you got goin' on. Pretty bare-boned but the potential is definitely exuding from your attempt. The concept looks like it could be goin' places if you wanted to add some kind of story or something, if it needs it.
Although it's very clear that this isn't 100% finished, the gameplay is fine. The novel idea to have the minigame when attacking seems to work alright, maybe some kind of animation (or when sound gets added) could make it a bit more polished since it's not always apparent if I'm doin' a good job or not. I'm also not TOO sure about what the difference between the Heart and the Bomb even is, even when lookin' at the How To Play.
Other than that I've found a few 'bugs'/'glitches'----
-When adding Crew members there's no visual update in the top area, only until after get into battle do they appear and after in the open seas on the top.
-The Ship spawns half-way below the waves after finishing a fight most times (still works fine, but visually noticeable).
-One time the Enemy ship spawned zero enemies and therefore got soft-locked, having to restart.
-The Kraken's turn sometimes soft-locks when the two green squares show up and a gray bar that moves up out of the UI, needin' to restart. Although it never happened when I had a full crew, happened the times when I had three characters and only one character.
In conclusion, a pretty intriguing start to a game project that's visually inventive, that with more time in the oven could become something great. Nice job!
A really solid RPG with a great attempt at the retro feel. Honestly felt like I was playin' on an NES or even a Sega Game Gear (especially where the sounds are concerned).
For what was showcased it feels pretty much complete in the gameplay department. I think the only thing I noticed was that when defeating an enemy that was apart of a varied crowd, the names in the bottom left column didn't update and were static... nothing extreme, and could be by design, but something to maybe look into.
As for the story, it's pretty serviceable for what's on offer at the moment, could definitely see it open up a whole lot more if you continue this project.
Overall, pretty solid entry for this Jam along with keepin' up with the optional theme. Good job!
A very good bareboned RPG that really works.
I really love these kinds of games, but there's some areas that I would suggest need a bit of tweaking. The 1st, is that special areas have the same dialogue when reentering leading to a bit of confusion at first, as well as being able to abuse the enemy locations to gain a bunch of experience.
The 2nd, have some kind of description of each special ability to know what each one does and how much mp it takes to cast, like when pressing shift.
The last, is that having multiple enemies with the same name is hard to decipher which one of them attacked last, since for an RPG it's pretty imperative to know such things, like "Crawler 2 attacked" instead of just "Crawler attacked" when there's three Crawlers.
Also when going into battle I think it would do this game good to state aloud each of the enemies that are there before actual combat starts, instead of being able to check when you are able to control a character.
I did have one problem, that maybe I couldn't understand, but when entering the altars, I couldn't find what exactly I was supposed to do even though I went through the entirety of them. Since they suggested Umia to talk to them at the end of the altar, but that never happened. Is there something missing here? Or did I miss to click something? Since when I got to the end and pressed shift it just booted me out of the altars into the field.
Again, a really good game so far, just needs a bit of polishing.
Pretty neat concept. I liked the card system which really reminded me of Baten Kaitos, which is really the only game I've played with card combat.
I only tried the Real difficulty option and noticed SOME bugs here and there. One in which involves being able to drink from the lake/jetty without even being close to it, since I noticed how the scouting option worked, and was able to get water and search things from a long distance without being close to such objects. Another bug was after defeating an Undead and NOT searching the bodies made another encounter happen in which I had to waste a resource to get out of the encounter, since the dead undead couldn't attack and I couldn't finish the turn or get out without doing so.
Other than that, a fun little venture into something fairly fresh. Would like to see more in the future, good job.
An amazingly fun game you got here. As well as some fun concepts all throughout the experience, although I feel not all are equal, but a VERY great attempt.
I don't really think there's anything here in NEED of polishing in terms of the overall package, since there's quite a lot here, but I do find that the "horror" level was about 1 or 2 pages too many.
All in all, great job.
Really fun gameplay, with a bit camera weirdness where objects in the foreground blocked certain aspects of the 'play-space'. Kind of reminded me of Vampire Survivors with a bit more control. Some other polishing may include some of the hit detection that is a bit hard to gauge and that's really about it.
Great job.
Pretty interesting graphics and sound design, but I feel that some of the 'triggers' aren't really well communicated. I was eventually able to deduce what was expected of me outside of the obvious text, though when I went to turn off the lights a second time I was at a loss (not environmentally), and then the timer came on screen. Maybe make the window that opens a bit more obvious, visually, or give it a distinct sound. Other than that I would like to see this expanded upon a bit more. Good job.