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somedevaround

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A member registered Apr 25, 2023 · View creator page →

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Hey, just wanted to say thanks for the review! I recently put out a post jam version of the game (which I made sure to label as such) in case you wanted to give it a try. It has more dialogue for the characters that didn't have it, a bunch of different shops with new items, and a slightly different ending sequence. Lemme know if you try it out!

Yo, thanks for the detailed in depth review! I'm gonna send this review to the musician and artist too so they can see your comments and feedback as well. As for me, the different comments and advice and info are much appreciated. Some things I didn't get around to due to time constraints and not having figured stuff out, and other things I hope to get better at with more experience like better enemy battle balance stuff.

I wanna say that the different plugins you suggested sound real useful, and I will try them out and see if I can make a nicer "post game-jam" version of this game with them. Just to make sure I got them all, you suggested:

  • Terrain info plugin
  • Saving even after moving plugin
  • Smooth map scroll (?) plugin

Assuming these are all of them, I'll try to find them and see if they work well with the game. Also, glad you liked the writing, I'll definitely be adding more writing for the rest of the characters in a post game jam version of the game, too!

It took me a while to get through, but I finally managed to beat the whole thing, and without losing anyone. It was a pretty fun and well put together map, with lots of fun surprises and happenings here and there. I enjoyed all the opportunities for different character interactions you could make happen, though I'm not sure how often I saw the stat increases help me out on the battlefield, and generally enjoyed the writing of the game a fair amount. Shoutouts to that character who joins you after the villagers are all saved from the cultists who was so strong she functioned as a wall for the incoming soldiers down below. Overall, this felt like a fun little slice of a larger game I would enjoy playing.

I had tried the top two choices and lost on them, and then succeeded on the run where I picked the middle left choice (where the other two party members was a horse bow and infantry staff). On the note of that party, I tried to equip the bow that I picked up on the map to the horse bow girl, but she didn't seem to be able to equip it. The party comp choices I played I had felt were pretty enjoyable, and I may have stuck with them if I had known to investigate the houses of the destroyed guardians afterwards since they carry a revive item. Maybe it'd be good to highlight that the areas are really worth investigating with a more flashy tile or something? Other thought I had was I wanted to save up for the most expensive item in the shop in the bottom right of the map, but I don't think I ever got up to 10k gold during my run.

This was a decently fun well put together map, and I was able to get through it eventually after playing cautiously. My biggest suggestion would be to add an end turn option to the game so I can end rounds early instead of telling each unit to wait if I'm having them do nothing each turn.

This game made me laugh a bunch, therefore it is good. I want you to make more so I can laugh more. A cute and charming experience for sure! Hope to help out more people with more problems in the future.

I am not terribly familiar with Pokémon, so some aspects of this were a bit confusing to me, but overall I really liked it! I thought the map only showing you what you could see in your line of sight was cool, and I liked the day and night cycle elements that the game had. I would definitely like to see what this looks like with more direction and story given by the characters (unless there was more there to find and I just couldn't find it, in which case my bad).

I think I would add set "stopping points", or at least some kind of objectives being reached as the game is played and time is passed. It is innately fun to build paths and try to route enemies along a certain way to get shot at, but ultimately I want to feel like I'm working towards something as I'm playing. This can be done with story that is unfolding as the game is being played, or being told to survive until a specific day and then maybe getting a moment to rest and assess your layout and such. When I play games I'm usually subconsciously thinking in the back of my mind, "What am I working towards?" In games with traditional levels and such the goal is pretty clearly the end of the level, but if you want to keep it more free form than that then you need to be able to answer that question in some other way.

As for specifics I would add, new towers and ways to defend against enemies, as well as the ability to shape and alter terrain to hurt the enemies or make it more difficult/slow for them to cross would be fun things to unlock as the game progresses. Enemies should of course be evolving as the game goes on to in order to slightly mitigate, but not completely nullify, these new abilities that are unlocked.

The gameplay is fun feeling, which can always be tricky to get right. Would love to see this game with more polish and story to it. If this is worked on after the game jam I am excited to see what this turns into!