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Tomodev

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A member registered Sep 24, 2017 · View creator page →

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Soon™.

Maybe a Teaser for next Years v/3.

Sorry to hear that.

I'm assuming most of the Stuff with finding Tiana, interacting with the Fairy etc. is or would be explained in some Form of Tutorial then, which either isn't in, or I missed/forgot about, due to just loading an old safe instead of starting over again. Sorry.

Didn't realize that you added some new NPC(s?), but found at least one while searching for Tiana, nice. Hope Fredericks research your Towns performance Issues, at this Point at least for me its the single biggest Issue. There is a Ton of rather small pretty high Polycount Meshes scattered around repeatedly, like these Logs, which could be merged into a single much lower Poly version, which might contribute to it.

It may also be a multitude of transparent Windows being rendered behind each other when looking through the Town, since basically every Window has Transparency in it. Also looking through the Center, you can easily line up the Transparent Water with both sides of the Glas Planes for the Central underwater Bar. Both of these are Details I don't think matter too much, and could be reduced or removed, you have Grids on your Windows anyway to make it clear that its a Window, you could just leave the Glass out entirely, at least on the smaller Ones, not on the big full Panels obviously, and merging these Woodstacks or similar Things wouldn't alter any Looks I think. On the Other Hand, you could use that Detail on just building out the Town with Furniture properly.

NPCs should have a bit more of a strict Daily Routine I think. It makes Sense for them to look for their Needs, but it should priority or restrict them to i.e. their own Bed instead of any, or a specific Area to work in, etc. Maybe Someone always goes for a walk on the Town walls in the Evening, maybe a few can be met each Saturday in the general Store refreshing Groceries? Just build in some forced Habits to make it easier to find certain NPCs, I spent over 1h running in circles through the Town and every building trying to find Tiana.

The Fairy Queen Stuff is nice. I firstly noticed the moving Mouths there, nice touch. While I did spent a long Time searching for it, and I am assuming its as a Placeholder for now, I think it'd make more Sense for her to not just wander around Town, but appear on certain Nights/at certain Locations, or generally more wandering outside Town somewhere first. While very Short, it really is nice for a Quest. Could use a bit more proper introduction, and some Fairy Tutorial afterwards, but gives a nice Idea on how the Game could look later, once proper Quests and Things to do are added in. It's really something that's been missing. Also Fairy Animations are cute, I was very pleasantly surprised at her flying up to the Screen when I tabbed out to write this.

After getting some more failed Dictionaries on autosave, I remembered to look at the Help screen recommending some Graphic Options. Turns out a big Issue comes from the Grass in the Town . It's the only one that gets LODed into Planes, and does a lot for Performance, a lot. I'm suggesting to look into that Grass. Also it LODs really terribly in some Areas, which wouldn't be an issue unless you turn down Graphics to minimum and jump onto the Roofs with your Fairy. As that's really the only Place its as visible.


As far as I can tell, new Movement restricts to wall running, wall juming, wall sliding, and with the fairy multijump. I don't know if the Fairy actually does something other then multijump and emote, I'd prefer it if it helped in some other Areas and interact with its environment a bit more, but maybe that's coming. I did not find any use for the Parkouring, apart from climbing up to the Roofs of the City, and I don't think any of that really added anything to the Game. Slding down the Walls, and maybe grabbing the Top and pulling yourself up (wich isn't in the Game as far as I know) when you're near a Ledge would be fine I think, but running along them and jumping off of them just feels like it'd belong in a different kind of Game.

The Fairy Wings dissappear under Water.

I think, apart from the Performance Issue, the biggest Things to do first would still be filling out the Town, which as far as I know is at least beginning a bit, with some new NPCs, adding more Dialogue and better Quests for NPCs, which is showcased with the Fairy Queen already I'm assuming, improving the UI on most Things, and replacing the Gathering Cart with proper Actions to chop Trees for Wood, or Stuff like that. The Fishing was a Step in the right Direction there, and I'm assuming the Rest is going to follow eventually aswell.

If its mostly about Rocks and Trees, then that's what I can mostly complain about. I didn't look for a changelog or anything, and it's been a long while since I played, so no Idea if you're looking for Feedback on some other Areas, sorry. ( if you do, just let me know and I'll give it a try this Evening).

I'll also go and try out the Fairy later.

Played for roughly 1h, I didn't really find anything new Gameplay wise to try out. Glad to see you haven't given up.

The new Town "lineart" felt a bit too stark in the beginning, but I got used to it rather quickly. It's really nice that you have some defiinition to your Shapes through that, and that you have some new Signs around Town, makes finding your Way a lot lot easier.

I don't know if you changed anything with the furthest Tree Lods on the low Areas, but I think they look better then last Time I played. The ones on the top Floors don't tho. You also have some Pink showing when looking at the topmost Tree above Town from below, probably some missing Transparency on the Lod of the Fences there. Could also be the Flowers being visible from the Bottom, but either Way it looks buggy, even if it isn't. If its the Flowers, consider sinking the Terrain in very slightly, so they aren't as visible from below. Or give them a LOD for far away that hides the Purple.

At least when nearly fully maxed on Nutrients sleeping for 8 hours restores my entire Stamina. Still feels too unforgiving at lower Nutrients tho.

Overall the Game feels lighter in visuals, but I don't know if thats just from not having played for a long Time.

Ocean Floor is still empty, Town is still missing a lot of movement, NPCs, Pets, or something, and especially small Doodads around to make it feel more alive. Some Stuff like the Rocks outside of Town could also be placed better.

There are some big Trees in the Distance I want to go but couldn't, shame.

When looking at the Bamboo Forest from below right at the Cliff Corner, you can get the LODs to very visibly pop, due to having vastly different Heights/Starting further towards you on higher Distance LODs.

The Cliff itself also still is to flat and repetitive I think, it could use some big Rocks at the Bottom, some Shape to itself.

The Big Rocks, big Trees and Birches(?) look different from the Town textures, a lot more color variations and depth to them, would like to see that on your Wood Beams, Plastered Walls, etc.

I got quite a bit of Lag throughout playing, but thats very likely on me, my PC didn't survive the Move all to well, frequently crashing on its own, so don't assume its from your Game. Just something to maybe keep in mind.

One Big Source of additional Lag however was whenever the Town was mostly in View. When I looked towards Cliffs or Away from Town it was fine, so something in there is rendering really slowly I'm assuming.

The Street Lights don't really look like they're lighting anything at Night. Making Night overall darker, giving them a bigger Radius and some actual Light, alongside some Moths or something in the warmer Times of Year could add a lot to the Towns Night-Time Atmosphere.

Noticed your big Clock is actually working, nice.

Horizon could blend in more with the Ocean I think. It looks like a bit too stark of a Contrast. Some fake long Distance Fog maybe.

Town Architekture looks a bit all over the Place. You have Armaments on the Walls, clearly ment for Protection, but then connect that seamlessly with smooth walkway Ramps to some Parks, either with Pillars and Dragonheads on Smooth Rock Pavillons, more modern looking Arches, Wood, Iron and Stone Fences all over the Place, nice dark mustered Walls on the Canals, and the Top of them, which then don't have a Top, but just the generic Cobblestone from all the other Areas. Should have a bit of a Trim I think.

You have some Exceptions in your Bug Report, one with Adams Weapons or something, with no further Information, and a few with your Autosave failng to find a Key in your Dictionary. Maybe because I just loaded my old Save.

Music dampening when entering Water feels too harsh, maybe just a quarter or half second Transition Time instead of instant.

I stil think a bunch of Stuff on the Cooking, Farming etc. UI could be improved or put into additional Information for if you really care about it, instead of just wanting to quickly cook up some Eggs or something.

I just had 1 talenpoint, it jsut didn't get removed on spending.

Lock-on just didn't activate on any button Input I tried.

Rest seems to be mostly just based on the early Stage of the Game then.

Trailer should've been sent to someone from your show via catbox through the Thread already.

Please let me know if this isn't the case, then I'll figure out a different Way.

Played for roughly 1.5h

As a RTS this is inherently menu heavy, don't know why you're making the Menu a Part of the Map.

I don't think its useful to name the Stuff Lifeblood, Magnetism, whatever, just name it damage, health and so on. Clarity is pretty important here. Also the Summoning Cycles are really slow, I kept waiting on new Units to spawn most of the Time instead of doing anything.

Seems to be bugfree from the short Time I played, map generation isn't very nice tho, either use premade Maps or generate better ones. There isn't really any Strategy, I'm just waiting for Units to cap, then sending them over to wherever to do as much Damage as possible until they die. 

I don't like that the Summining Circles are just there, at fixed Locations and kind of bound into the same Bonus Values etc. for each Area they spawned in. So if I need 1 Archer and 2 Knight Productions, I can set them up that Way, but I'd still have bonus health for all of them, instead of only the Knights. Unless I split that into the 2 Covens, but then I'd have 4 Knights and 3 Archers i.e. instead of 5/2 split if I wanted that. Also that only Works if I happen to get 2 Areas with Knigth/Archer Covens, if I get one with Bacteria/Dolls I'm forced to basically waste production and Time on getting those, even if I don't want to.

Hotkey binding works well.

Got a Loading Units: 17 in the Middle of the Map for whatever Reason, and apparently the Map expanded then?

Dropships can load more then they hold onto them, but it just gets lost in the Warp somewhere.

It does not get cleared from your Unitlimit however, so I'm no permanently a bunch of maximum Units short.

Since Dropships, Robots, Bacteria and Dolls are useless, from my 3 Coven-Areas, only the first one with Knights and Robotarchers is actually useful. Great.

I don't understand why the building Selection is also random, and not matches the Stats needed by the Units in that Area, or why their Size is random. 

Also everything you use is on a Square Grid, so why did you decide to put it onto a Hex one?

Sometimes Circles apparently also produce random Units I didn't select to. I set all on Teddybears and RobotArchers, and I'm still getting Knights and Healers.

Units don't move in any Form of Formation or Coherency, so my Archers always rush forward to die, before any of the Teddies reach the Enemy.

Apparently all the Units I had lost in the Transporter appeared somewhere in the Corner after a while, so I send them to their Doom to make Room again.

the Yellow Mechas do not fire, regardless of if I just let them stay somewhere in the Hopes of enemies getting close neough, or move them, or attack move them or whatever.

So the Mecha/Dropship Combination is completely Pointless.

Why do I have to search invisible Dinosaurs in Fog of War in order to be able to attack the Enemy?

Great, I now have a Production of Stealth Dinosaurs which can produce nothing, because there are some on the World somewhere, that are apparently considered mine, which I can not see but which still attack me.

So my own Units are preventing me from producing more and killing my other Units.

Also I can "deplete" Witch Covens, but no Idea what it does.

Apparently I lost because when moving my Witch King, an invisible Dinosaur somewhere on the Map decided to attack them. My invisible Dinosaur I should add, since it was still preventing me from getting Pirate Ships.

It lacks a clear Goal, or a clear Art Direction. Pathfinding is wonky at best, Gameplay wants to be an RTS but turns into a "wait until you eventually overrun a Place, then move on to the next hoping no Bugs cost you the Game" kind of reverse Tower Defense with endless Units.

For some Reason everybody wants to go into that Corner Shop. I guess I have to make that a Thing now.

Thank you for playing.

Played roughly 50m.

Got a few Runs in, its Fun. The new Options are nice, that it's finally explained what the Symbols mean is nice, that I had no Idea what a Bridge was, and was assuming it was just automatic healing is not nice. 

Gun Mods are fun, I wish there were a few more of them appearing.

While I usually died before running into Ammo problems, I'm thinking it'll probably still happen later on, I got low pretty often.

I don't particularly like, that when I choose to upgrade, I loose the Runes before seeing what the upgrades are, so when I don't like any of them, I can't really go back. I also never had enough Runes to reroll anything, since I already spent them on unlocking being able to choose an upgrade.

I like the new Sprites, the Mummies especially are cute.

The Portal from the Hub shouldn't take so long to activate I think, I often just waited around for it to activate.

I like the Idea of the Hub itself tho, to select new Characters, potentially change starting loadout or various Relics to alter the Runs or whatever.

If I wasn't so bad, I could see this as a Game where you just do a run in the Evening when you don't know what else to do or are waiting for something. Since I'm so bad, that's not happening, but it still is addicting, and has me thinking that I could do one more after I died, because it's always pretty clear that it's because I'm bad, not because of some unfair Thing the Game throws at me.

>Would you have any Idea on how to fix this?

Better Mipmaps? Potentially handdrawn. Sorry I can't be more helpful, just try out a few different approaches I think.

lgdg.exe takes forever to download, only for the download to stop and tell me the data is not available on the Server.

So this is "literally" unplayable.

Sorry that it wasn't all that useful, there wasn't really all that much for me to give Feedback about.

I didn't encounter any Bugs, or anything not working properly, I obviously can't comment on the balancing, but the Abilities and the bit I saw of the Combat itself seemed to be alright. Which is basically how it went for all of the Game, it felt alright, it worked and wasn't broken, I just don't think RPGM was necessarily the best Choice for this Game or rather the other Way around, the Game itself is fine, just not the right Choice of Game for RPGM. 

Consider this less of a rant against your Game, and more against RPGM.

Played for roughly 30m.

Nice Main Menu Music. Still cute Goblin Placeholders.

Played until Baby Steps+ or ++, it got confusing with the Upgrades, then lost due to getting stuck in Slime. It's repetitve, so I stopped there.

The Music is fun, and with the new automatic speed Symbols dashing you forward when entering them, and some of the more horizontal Rooms in the beginning made it a lot more Fun then previous DDs.

Still, I think this has too many Abilities and Stuff, swapping between them slows you down, having to crouch for jumping high slows you down, not always autorunning slows you down, and this feels a lot better when you just run full speed ahead, only utilizing multijump and dashing. This means however, that your accurace plummets, so bigger Mushrooms and Things would feel better then I think. 

I don't know what to make out of the whole Action Point System to be able to go specific Places, when I wanted to go to the Reception, I had to reroll out all my Action Points and were unable to go there in the End. 

Some Rooms, especially the ones with small Pits in the middle, or that lead back on themselves work a lot better then the Rooms where you have to crouch into small Entrances, or jump across big Pools of Slime having to backtrack massively if you miss one jump in the middle. Crates for Time and Mana should respawn after a while I think, if you mess up your first try for a Room and use some Crates during it (or throw them against the Wall out of Frustration) you don't get them back, making it even harder on the next Try.

When you run through your Dungeons yourself, do you find you keep cycling between your different Jumping Abilities, and crouchjumping a lot, not dashing everywhere and so on? Because all of this feels rather bad, compared to just running through it with a simple set of jump, air-jump, dash. Maybe turning crouch into more of a slide, so you can get under some Objects, instead of having to crouch through long Tunnels.

If this is Project2, what happened to Project1?

Played for roughly 1h.

A lot of your Webms are just moving Pictures, you could do those through Events saving a lot of your 1GB Footprint. They also are largely irrelevant I think.

Apparently its not run-able from within RPGM, by giving  a Syntax Token "?" Error.  Apparently because it's MZ not MV? Did still save my changes tho, just made James a bit stronger by maxing out everything, so I don't have to potentially grind for Combat. If I give Feedback on any kind of balancing, keep in mind James is dealing 100.000s of Damage on my End and is invincible.

Why do you have a loading Screen? Accidentally clicked away the first Choice after setting the Players Name. Oh well.

Made it to the Motel, didn't have the drive to continue, I'm just not invested in it.

If you're trying to do anything but a generic RPGM RPG in RPGM, it's going to end up rather troublesome I think, the Engine heavily is focused exclusivly on those kinds of Games, and trying to do anything different always ends up either feeling bad, or having you go through so many Adjustments you might've just aswell used a different Engine.

Combat Sprites at that Size would need more then 3 Frames, A lot of your UI in Combat, Buffs, Boss healthbars etc. move partly offscreen aswell. The Music is really nice tho, in the Tracks you didn't cover from existing ones.

I like the Idea of moods and intentions changing your Stats and/or Way to play, but it'd be better if you couldn't manually set them through a menu, but get them through Eventchoices etc. It feels weird to artificially set the Players mood.

I also don't quite know why you have the Player play as James when the entire Story is just about Sarah. You could just aswell play as her directly. 

The Menu is just the basic RPGM one, and a lot of the Options are unecessary in there. Consider making a new One, properly designed.

I did not find a Plugin for non-tiled movement, and I was assuming you were just using rather small Tiles, which you apparently are, with the entire mapping being parallaxed. Bloats Gamesize needlessy, doesn't add anything major to the looks, and still feels like tiled Movement. 

Would work better with proper pixelmovement and actually tilemapped maps I think.

From looking through the Maps, there's basically the origin Story of Sarah, letting you affect how she'll grow up, the Motel/City Part of her Life there, and then some Part of how she turns out in the End when returning home. So its just about Sarah growing up, she probably has some Connection to James, but I'm just not invested enough to find out, there's nothing really drawing me in. 

Especially not enough to play through this multiple Times, only to change some minor Things to see how the Story changes in the End. I'm just assuming it actually does, depending on if I free the Rabbits, rescue the Fish, water Plants, what Dialogue Options I choose etc.

Gnome Enemy is cute. So is Joergen.

I think the best Part of this is the Music, at least some of the Tracks, by a rather big Margin. Graphics are alright as still Images, but don't work very well in Motion, or in RPGM due to its arbitrarily bad Framerate caps.

Writing really isn't my Thing in this. The Designs for some Enemies and Sceneries is alright tho.

Not my Kind of Game I think.

From your Page, why bind heavy Attacks to Strg+Lmb, why not hold Lmb to charge up?

Played roughly 20m.

Title Music is nice. Title Screen is a Placeholder I'm assuming.

Graphics Quality Option A, B or C? I don't understand, but if you're recommend A, I'll use that one.

Both the T and A Posing in your Character selection is bad, it could be more dynamic Poses. You also don't need to put the 99 Point max there, the Player can't reach that anyway.

You have a bunch of clothing Issues on the Witches Costume.

Not being able to type a name but chose from premade ones is an interesting Choice on your End.

You definetly do not have the rights to Black Sabbath. Also probably not to that Author.

After the Intro the Screen stays black until I skip it manually.

Camera spins endlessly, due to detecting the Controller but not any Deadzone or similar probably.

After unequipping my Pants I can not reequip them because apparently I lack the Requirements for it, even tho it officially doesn't have any.

Why can I only cast spells as a Witch and not swing my Stick? What happens if I run out of Mana as I did in the Tutorial, do I just die? Also Lock-on doesn't work, and pretty much all of it is very barebones, and remotely functional.

For some Reason now that I'm out of the Tutorial I am punching after I finished casting a spell.

When you travel from the Camp to the Camp, you get half locked in the Map Screen. I was lucky to get my Mouse back on Screen somehow.

Also why seperate the Areas by a Map, why not walk there?

Second Area, when I ran down after a bunch of bad Collisions, Swords lying at my Feet, me having endless Talentpoints and spamming Flamebreath since it deals full damage on click, rather then when the cast finishes, and obliterates everything in front of me, I stopped being able to walk, so I'm going to stop here.

It's very early, and extremely rough. Pretty much everything is broken at this Point I think. 

I'll try this again next DD, hopefully its more playable then.

For some Reason this tanked my FPS massively, it drops to unplayable Levels a few seconds in.

Trying the Experimental Build next.

Still the same Issue, your Memory footprint also keeps rising, you have at least one Leak somewhere important that fills up the Memory pretty fast.

I'll try this again if you fix it, and it becomes playable.

>Crash

I'm not scanning through the entire Player-Prev, but it does Mention a latest crash report being intercepted by teh crash handler, I'll post some Details of that one.

Under .../Crash/Player:

Shader 'Unversal Render Pipeline/Particles/Lit': fallback shader 'Universal Render Pipeline/Particles/SimpleLit' not found
The referenced script on this Behaviour (Game Object 'InventorySlotImage') is missing!
(Filename: Line: 334)
/* Repeats a few Times */
UnloadTime: 0850200ms
Not allowed to access vertices on mesh 'Icosphere' (isReadable is false; Read/Write must be enabled in import settings)
(Filename: Line: 448)
/* Repeats a few Times */
Not allowed to access vertices on mesh 'Cube' (isReadable is false; Read/Write must be enabled in import settings) 
(Filename: Line: 448)
Keys set
(Filename: buildslave/unity/build/Runtime/Export/Debug/Debug.bindinds.h Line: 39)
Can not play a disabled audio source
(Filename: Line: 454)
Starting game with save profile: 3
(Filename: buildslave/... Line:39)
Couldn't create a Convex Mesh from source mesh "Sphere" within the maximum polyogns limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line: 91)
Failed to create agent because there is no valid NavMesh
(Filename: Line634)
player is guy: False
Filename( buildslave/... Line:39)
Couldn't create a Conves Mesh from source Mesh "Skull_LOD0" within the maximum polygons limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line 91)
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
WARNING: Shader Did you use #pramga only_renderers and omit this platform?
start lom
(Filename: buildslave/... Line:39)
//>>>
Uploading Crash Report
NUllReferenceException: Object reference not set to an instance of an object
    at Mana_and_Health_UI_Values.Update_Current_Mana (System.Int32 mana, System.Int32 max_mana) 
    at Mana_and_Health_UI_Values.Update_Max_Mana (System.Int32 mana, System.Int32 max_mana)
    at Life_and_Mana_Manager.calculate_mana()
    at Player_Attributes.Start()
/* bunch of repeating from above, of failing to create Navmeshes, Convex Hulls and so on */
//>>>
CRASH!!!
SymInit: Symbol-SearchPath: '.;<VariousFilepaths>
deferred SymType Issues in a bunch of SYSTEM32 follow, including in "Tower of Kalemonvo_Data\Plugins\x86\lib_burst_generated.dll:lib_burst_generated.dll"
Stacktrace:
0x6472DE72 (UnityPlayer) GfxDeviceD3D11Base::DrawQuad
0x6473D620 (UnityPlayer) D3D11SwapChain::BlitColorBackBufferToSwapChainBuffer 
0x6472FD55 (UnityPlayer) GfxDeviceD3D11Base::PresentFrame 
0x647ADBCD (UnityPlayer) GfxDeviceWorker::RunCommand 
0x647B2FED (UnityPlayer) GfxDeviceWorker::RunExt 
0x647B30A9 (UnityPlayer) GfxDeviceWorker::RunGfxDeviceWorker 
0x64A4AB16 (UnityPlayer) Thread::RunThreadWrapper 
0x7651FCC9 (KERNEL32) BaseThreadInitThunk 
0x77BD7C5E (ntdll) RtlGetAppContainerNamedObjectPath 
0x77BD7C2E (ntdll) RtlGetAppContainerNamedObjectPath

I'm assuming that the Issue happened when my GPU disconnected itself. If that's the case, it's not on your Game to fix it.

(1 edit)

Played for roughly 30m.

Zip it, don't pack it all into one .exe, or windows flags it as dangerous.

Main Menu music is calming, but I don't think it matches the look or quality of the background Image. I also don't understand why you're scrolling across it, or why you have the selections in a tiny corner up right.

Menues should pop up faster, if you're having a Sci-Fi-screen Feeling for them, they should connect to somewhere offscreen to feel like they're an actual Part of an Interface instead of laid above. I also don't particularly like the Soundeffect for opening/closing a menu.

That's a weird darkness slider for character/background. Is this Game aiming to move through dark Places and have Creatures pop out of Shadows? Then the regular "adjust until left symbol invisble, right visible" would work better, since the Character with a black Outline will always be clearly distinct from the background.

If you don't have something like that, the darkness doesn't matter enough to include such a slider I think.

Why is some Character in the Intro sitting on a Carpet on some Windows? This looks weird.

The Images changing extremely fast and extremely slow at different Times in the Intro threw me off.

Why do I have all that Battle Information on Screen when I'm in the middle of an Introductory Dialogue? You can fade it in after the Dialogues done.

Combat Tutorial is bad, could be done a lot better, I'm assuming Placeholder.

Why is the Combat Map so massive, it could easily fit on a single Screen without having to scroll, giving a lot more tactical Information at once. Also you can move the Camera offscreen however you want.

Accidentally quit to main Menu.

So I always have to place my Characters in their left to right order on the Battle?

Why can Enemies attack with negative Health but I can't?

Also Combat doesn't end when I die, and when I press combat done, it just continues as if I had one I think. So Combat is pointless.

Money apparently is pointless aswell, I stopped caring about the Dialogue, as it's not well enough written for what's basically a VN I think, so I just bought something from someone that I may or may not need with Money I may or may not have had.

Same with Checks in the Dungeon, if I can just skip them, then what's the Point? 

Also is there no Way to heal Characters?

After skipping to much and moving through the Dungeon a bit, Screen went Grey and didn't go back.

I'll end it here. Combat could be interesting if done well, the System itself with pushing your Advantage to shift the Frontline is a neat Idea on the regular JRPG Combat, but the Interface needs to be clearer, and it needs to actually matter. 

The overworld Travel is alright, but extremely simple. Nothing necessary wrong with that, altho I don't understand why you're putting every Sprite on a small Pedestal there.

I don't particularly like the Dialogue UI as it is at the Moment, and the Inventory, Shops and Stuff like that seems to be not really functional all that much.

Played for another roughly 1.15h, trying a vedomot weapon run on non-despair. This Time it crashed once on Floor 1. I like the new Mimic and Trap Sounds, unless they aren't new, in which case I just haven't heard them before.

Most of this Time was spent on floor 1, bossfloor was a breeze, and floor 2 I died very early.

The first Floor is still a real slog, the first Bossfloor less so, as its relatively easy, but you still have to carefully kite everything. You need to preserve your Potions for higher up, so you're kind of forced to kite with very little Damage through the entirety up to the first Boss.

Elite Enemies, especially on low Levels have too much Health I think. Since they deal enormous Damage, you have to kite them in some Way unless you're terribly overequipped, and then you're usually kiting them on an offhand Weapon you're not skilled in using, like a Wand when going full melee, meaning you'll run a full lap around a Room to get enough space between you, and attack them for 1-2 damage. Repeat until dead, if you miss, thats 2 or 3 Laps, not 1.

I spent easily 10 minutes per elite Enemy on floor 1 just running in circles. Does not feel good.

The additional Item information you see on hover, and that you get the Enemy HP when you kill enough of them is really nice. However, Enemies tend to not appear as much on higher Floors, so by the Time you know there health, you barely kill any more of them. You also already know it as a Player going into new Runs anyhow, since you've seen it the run before, so maybe put that into some meta-progression?

Doesn't make the Game harder or easier after beating/failing a Run, but you don't have to keep a List in your Head/on Paper for it anymore.

Mimic on the Bossfloor is just the same as with Elite Enemies there. I don't like it, the Floor is static anyway, why don't you just put static Enemies there?

It just doesn't feel good to miss, at all. And if you miss multiple Times in a row and just watch your health deplete massively due to rng, it feels even worse.

Melee also still doesn't feel as worth it as ranged, you have to spread your Stats out a lot, while with Wands you can just dump them into hit chance and damage, since you can kite more easily and avoid the heavy hitting spell projectiles, which becomes much harder in melee.

Sure, there are Enemies like the Faceless who apparently are harder to hit with ranged, but you miss them in melee all the Time anyway, so that's not really a comforting Factor. And your melee Damage may be higher on the Weapon itself, but due to statspread doesn't really become noticeable different to range damage. Overall I still think ranged benefits outweight melee a lot.

Probably not. I did follow them, but did not realize there's Wood on them anywhere.

I'd like to thank you for that, but I didn't do anything special with the movement or anything, that'll be on Unreal.

Still, it's good to know it works well on low Framerates, so thank you for that at least.

Played for about 1.15h so far.

The Fade when opening the door in the main menu could be more gradual I think, when quickly hovering over it again and again it flashes annoyingly. Same with the soundeffect for it.

New Heroes, interesting. Since they're "premade" Does that mean you're aiming for more then just 2 generic Heroes later on? With different starting Stats, abilities, equipment options or whatever?

If you're letting me name the Hero, why does it get a default Name shown under the Portrait. A default one, or a randomized one upon selection is fine, but under the Portrait it gives me a different Impression on whats intended I assume, see previous Sentence.

Going for Despair/Ironman first, just to see. Wand and Sword obviously, as its the best Choice.

Spooky skeleton Pits with red Eyes, nice. New Cultist on level 1 also looks a lot better then the old one. the Crawlers slide across the floor a bit occassionally.

Cage Fatty is also better then the previous Mauler, and I think it was the first Time I noticed Wands missing.

Mimics are great, putting a lifestealing elite Enemy into floor one isn't. Great Way to ruin a Run, now I have no health Potions left.

First Boss was a joke this Time, with the Obelisk I found for +5 Agility, and putting all the Levels into Wand Damage I had enough Mana to just icespike him down in mere seconds.

No Bugs or anything so far, seems to work great for once, but only made it up to the Halls of Pain.

Did not find any new Spells or anything to try out, but a ton of Wands and Fetishes, did you change the Way loot drops?

Did you fix Vedomots Drop resetting its Damage when hitting Barrels? It seems so, so I'm going to try and force a run with that tomorrow.

Game seems easier then before, and I really like that you notice Wands missing now.

So far, apart from quite a bit more polish, I didn't notice too much new from the previous Version. It did draw me in more then before tho, I don't specifically know what you changed, but the Atmosphere felt better. 

Sorry, I can't write too much, there isn't really anything to talk about I think. It's far along on a good Way, I didn't encounter any Bugs to complain about, balancing feels a lot better then before, it had me switch between my Weapon Options a lot more, and think more about wether I made a mistake by just putting everything into mind again like usual, even tho I did find a bunch of Wands to make a great one at the Goblin if I would've gotten that far.

I still completely ignored Weapon Arts tho, obviously with a Wand, but even without I couldn't really see myself using them, I kind of always forget they are even there.

 I'm assuming new Content is towards the End, where I haven't gotten yet, so I might've more to talk about then.

Maybe tomorrow.

Watched Advertisments for roughly 15m.

If its best played with a Controller, let me choose menu Options with Joystick instead of only D-Pad.

Tutorial Question popping up after a while in the main Menu was weird.

Game also  ran in windowed fullscreen, causing my Taskbar to always be above the Game Screen.

Only displaying XBox Keybinds is bad. Either display XBox and Playstation, or switch based on what kind of Controller it is. When selecting Earth, the Camera moved weirdly off the Mission Select Screen first before the Dialogue played and it re-centered. 

Mouse doesn't always disappear while playing, even if I'm on Controller.

Are you really advertising your own Game while I'm playing it? Really?

Blaster takes way too long to charge, pretty much forces me to take Damage, since it only hits in front of me.

Are you really advertising your own Game every Time I die while playing it? Really?

After this Advertisment, by spamming X fast enough, I unlocked the Graphics for Izit and the other Planets, but couldn't select them.

Found out Blaster is just missing its projectile. Still, even in the back row I'm almost always getting hit when using it, due to it being so slow.

Choosing the Demon Tutorial crashes the Game. At least I don't have to watch more Advertisement of a Product I'm already playing.

Played for roughly 10m.

don't bind to Z and Y, thank you.

If your Game has no Mouse Control for Gameplay, don't make the Menues Mouse Controlled.

Other then that, I don't get it.  I'm assuming it's a Game where you're ment to solve Puzzles using two Characters with different characteristics, but I just walked to the end with both characters in each Level I played without any hurdle where I needed to switch between them, and there was no Reason to ever use Commands to order my Partner, I just switched between them whenever I passed an Area to redo it again with the other one.

Story in the beginning is badly written I think.

unless I selected wrongly, the first 2 Levels you select on the overworld are the same.

As with level 2 in dark Lands, the second Level in the Worldmap on the Dark Parts. The one before the Ice Level.

Played for roughly 30m.

You're Models are too high fidelity for their Texture Size I think.

You also have some weird Mipmapping Artifacts and very incosnsitent Detail Levels throughout your Assets.

I'v never been to a Nightclub in Shanghai, but I'm fairly certain they aren't that spaceous and empty. Your Level design needs work.

Enemies are pretty spongey, and I found the best Tactic was to just stand behind a Chair or similar, since once they're in Range of you they tend to stop and stare at you if there's a small Obstacle between them, instead of shooting at you. Bullets are also massive and shiny, I don't think you need that, just having Hitscans could be fine.

When your Car opens its Doors, it just gets a second Set, looks bad.

Jumping to climb up that Ladder is bad, I kept automatically jumping of, but luckily you apparently can just climb any Wall by continuously jumping into it.

Your second Level feels as empty, you don't need Streets that wide I think. You can jump out of Bounds from the Balcony onto the Wall. Got the Key, pulled the Lever, Tram still refused to move.

Luckily since you can jump up Walls, and I'm out of Bounds anyway, I can just jump over the Gate.

Sadly I can't finish the Level. I could get all the Way to the last Door, but the End Trigger is boxed in. Fix your Tram.

Played for roughly 30m.

I can't seem to jump immediately upon landing. I can also walk through the Floor Tiles sideways. And I don't like the Graphics very much, especially in the Intro.

The Respawn locks me in Place, which I also don't like.

The flying Enemy floating Platform Section in the bonus Level is bad. If you don't arrive just in Time, you're going to assume you can jump ontop of the Enemies and get confused until you finally stay long enough to see the Platform appear.

They also don't line up their Cycle, so its luck based if you're able to get the right Cycle to pass them or not.

Apart from that one luck based Section, the "hard bonus level" was also incredible easy, especially compared to the first Level where you collect its Orb.

Level 1 and 2 are the same.

Level 2 in the Dark Lands at the End has a really bad Section, where you just kind of jump hoping to land somewhere safe.

The Music is alright.

Why do I start to jump when I walk in under a Trampoline from the Side? And why do you keep using new Elements in the Challenge Level before it is introduced in an actual Level? Overall the Level Design needs work I think.

Controls are also very slidy after a Jump ends, with in my Opinion too little Air control during a Jump.

Played for roughly 1h.

It's nice to have a rather extensive Options menu, but I can only change the Color between given presets?

X Button doesn't work, it's apparently purely cosmetic. If you're going for a Window-Look, why not have the Window Buttons work aswell?

Heroe Portraits are cute. I wish there were Roller Coaster Tycoon like thoughts on them tho, or some generated background Information.

I apparently can only give Potions to a Raid, not to individual Heroes.

My Party gathered _resource from the node, this sounds like a Bug.

finished Raid also autoclosed while typing this, sad.

It's fun to raid, but I wish it were going a bit slower so I could read alongside what they're doing, instead of a summary at the End.

Guild Hall view isn't displaying the Rotation of the Guild Hall, but apparently mirrored?

Also I have no Idea how to connect newly build Rooms, despite the Tutorial.

Cute Vulture.

Is it always Raids? Shouldn't it be Dungeosn for small Groups and Raids for bigger ones?

Since Don is refusing to Raid by always sleeping, I guess he's mining some Ressources now for 8 Days without Pause?

Looking up a recipe in the Guide doesn't tell me it's ressources. So I have no Idea how to craft a new Bed for the Healer I tried to hire. What a Shame. But I can drag an unknown Crafting recipe "?" from my Crafting Window into my Supply Chest. so now I have a "?", nice.

Finally figured out how to craft a Bed, the next Receipe Button seems not to work always. Also I find it a bit dumb that I can only cycle 1 Direction, and not directly select a known Recipe.

Items selected for crafting still stay in Inventory, and are still selectable, so I can select all 4 Options for Silk with the same Webbing, but are not able to craft after. Feels like a Bug.

Order of Items in crafting Matters? In a Crafting Interface like that, it also feels like a Bug.

Overall, the Systems seem to be there, and they seem to function, but there seems to be little to no thought put into User Friendliness.

The Start Raid and Raid window could be one, the Start Project and Projects aswell, some more Tooltips on i.e. what Enemies or Loot to expect on Raids that you've already finished could be useful, so you'll be able to more clearly select an Option to fulfill your Orders or craft specific Things.

It's very nice that the Hats show on your Heroes tho, I really really like that.

Managed to get into a Boss Fight with Captain Grey Bones with my Healer and my Ressource Guy accidentally. Great Fun.

Also there are no Dungeons for me to get Webbing from, so no Bed for my Healer ever I guess.

I finally figured out how to connect Room Tiles together, and that I can place Doors in the middle of the Room. I'm assuming the Door is purely cosmetic?

Once I've set up my Bed finally, hired a 5th Guy to fill out an entire Party and send 1 to gathering and 4 to permanent automatic raiding, there kind of wasn't anything to do for me anymore but watch Money go up, so I'm stopping here.

Becomes repetitive quickly and needs more Quality of Life improvements I think. But the Characters are cute.

What low Framerate?

I noticed it mostly in the starting Screen, when I didn't realize the difference between the Wall blocking the Window from the Street and was thinking for a while I couldn't talk to the NPC.

A Shame that you're not adding a lengthy story into this.

I probably was exclusively manually aiming, I'll try auto aim later maybe.

As for the Screen, I understand wanting pixel perfect scaling, but with the Amount of Blackspace left, you could easily have scaled it up more. I guess thanks to the Dialogue being technically part of the Winow it just looks that Way without actually being true since you have a giant black Rectangle at the Bottom where the Dialogue would normally be. I'd still suggest just moving the Dialogue Window on the actual Playing Screen, instead of always as a black Element on the Bottom, and setting the Resolution of the Playing Screen to 16:9, that Way it should most of the Time cover the Screen completely or almost completely. Sure, it may not fit the Limitations of old Screens as well, but while it's fine to take inspiration from older Games and/or Tech, it should be clear that you're not developing for the old Playstation or CRT Monitors or anything, but for modern PCs, so in some Parts you need to account for that. ( Unless you're actually releasing this for Playstation, in which case ignore this obviously).

Interesting, you shouldn't be able to roll in the Air by default, somethings off there I think.

Thank you for finding that.

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I don't particularly like the Lore on your Games Page. 

A Manual, nice. I also don't like the Lore in that one, sorry. And I think it could be laid out better, some Screenshots of the Characters, the Game etc. to give more of the feeling of an actual Piece of Art proud to show of the Game its manual-ing for, instead of just a Wall of Text.

The whole Frydar Island: Today being written in present Tense like a Book seems stupid to me.

Also the whole different Animals magically working as friends together on an Island with your Naming Conventions doesn't seem like my Cup of Tea.

So, the Lynx brings some Stones to sneak, and the Squirrels just brings in a Catapult? Unless my English is failing me, this sounds really stupid.

And why are they stealing a Thing, I thought they're there for Adventure and to carve out a Name as a Ruler/Hero, not as Thiefs.

And then the "evil" and non-caring Ruler who is the last of his Race and forged a big Kinship with his Friends just casually abandones them, and only doesn't execute them because he "has to work on being a more just ruler"? This is written poorly.

It's nice that it has a Manual and that it explains Stuff like in the old Days, but explain useful Stuff, don't assume the Player is too stupid to click on new Game. 

Like explaining how to properly install it is fine, that takes me back to the Time where you'd actually had to install a Game and didn't know how because you're just 8 Years old or something. But explaining to click new Game is dumb on the other Hand. Explaining advanced settings would be more fine.

Generally, I'd focus on Explaining in Game Mechanics and Stuff tho.

Like the Movement Controls and User Interface Sections, those are better suited for the Manual. The Movement one is fine, the UI one would need more UI tho I think.

And you don't need to mark the User Interface Holder, its a clear Sign that you were struggling to put more Points there.

Why would you need 3 Buttons for 3 Swords if they're just the same but upgraded? Replace the old Sword, or even better, add in a proper Inventory.

Talking about the Important Characters is fine, but why display how much Damage they Deal, or what Quests they're offering with what Reward? That should be in the Game, not the Manual.

I skimmed through the Enemy Section, that one seems generally fine. But consider a constistent 1 or 2 Enemies per Page, with a proper Layout instead of just a list of Health, Multiplier, Damage etc.

That's it for the Manual, took me ~15m.

Title Music is alright, but it kind of sets the wrong Mood for me I think.

The After Title - Main Menu, altho I don't know why you have 2, has a lot better Music in my Opinion, apart from the Drums. But its very barebones graphically, probably a Placeholder.

I'll actually play the Game after the Stream, or sometime later, sorry.

Update:

Played roughly 30m of the Game itself.

Starts me of with an Invisible Wall in a very unnatural looking Corridor, great. Character looks like Plastic.

Level Design and Graphics need some Work. Music and Sound Design is alright I'd say. I do like that you can see faint Stuff in the Distance in the Fog.

Blew some Dogs away with Firebreath, had their Drops fly out into nothingness. Fell from a high Place while in Combat Stance, took falldamage, then when standing back up, Camera for Combat/NonCombat Stance was switched.

Beat the Iron Keep. Boss is needlessly tanky, map is needlessy giant. It really boils down to walking a linear Path for a long Time, lighting a few Candles along the Way, and ignoring most Enemies because theirs no Point in fighting them. Darkwood Trees have no Alpha on their Leaves, looks like a Bug. But then again, the whole Graphics should be overhauled anyway I think.

Couldn't talk to the Squirrel, lost it somewhere along the Way, I fail to see the Point of your Exploration Mode, if this is just a hack and slash Game.

Couldn't be bothered figuring out what to do in the Forest, I spew Fire at a few Doors and Crystals which didn't do anything, then traveled through pretty much the whole Thing without finding anything, then lost interest to do it again.

Played for roughly 10m.

When you select the Portal Crystal the Portal appears, if you select it again by cycling through items it disappears, then never appears again. Also couldn't figure out how to use Items, I think I recall you saying I could exchange the Statues for the Items at the Priests, no Idea how.

Music and Animations are great, Graphically it's consistent. Menu isn't very nice, Controller Support seems to work fine. 

This isn't really Rage inducing as it is more boring, I don't feel any Drive to try and move up the Tower or whatever it is. If you just allowed the Player to move and jump like in a regular 3D Platformer, added some more Story, and proper Platforming Levels, it'd be a much better Game I think.

Either Way, not my Type of Game.

Played for roughly 25m.

Don't bind to y/z  if you don't adjust to logical Keyboard Layouts automatically, thank you.

Textbox goes off the Bottom of the Screen.

Choice Options go off the Bottom of the Textbox.

Why is Gold saying a Coin? Exclamation Mark flickers instead of staying visible. Charming Graphics otherwise.

Don't precisely know why Keyboard Controsl tho, it feels more like a Point and Click to me.

You need in between Frames for the Cape from Jump to Fall.

I wish I could hold up/down to go through Dialogue Options faster. Writing is nice tho, sad that all I've read so far is Demo specific Instructions.

Why can I stand and walk to the Sides on the various Steps of a Ladder?

Why do I have 2 Hello options with Sophie?

Beat it once, on the second Run, when feeding the Bird, leaving the Room, reentering and moving to the right I got a main.lua:786 attempt to index a nil value.

Traceback: [love "callbacks.lua"]:228 in function 'handler'

main.lua:786: in function 'update'

main.lua:258: in function 'update:

[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>

[C]:in function 'xpcall'

I might play Part 2 Later. I don't think I did any actual Puzzling on my first Run, I picked up all Items, gave the Lord some Wine, combined the rest with the grain, then jumped up the Goblins and ran through them to escape.

I like the Concpet, the Animations are missing some Frames, there's basically no Sound, and the small Part 1 Demo isn't offering a lot to do. I dislike the Idea of multiple Runs to improve Stats and clear the same Game again just for a different Ending. 

Played roughly 15m.

Why a 4 legged wheeled Mecha? At that Point you could just use a Tank, Mecha needs to walk.

Borderless Window default? Interesting. Can't say that I like that too much.

I can not read the Screenshake Options, it's a bunch of Signs together with Characters and Stuff. 

Game minimized itself once when selecting Resolutions, don't know why. Also doesn't mark what Resolution is selected.

Menu itself is stylish, main Screen feels a bit static tho.

Cities out of Square blocks not only are stupid, but also look stupid and feel stupid to navigate through. Why don't you make some Interesting City with properly winding Roads, smaller Sidepaths and Stuff?

I'm not driving particularly fast, but when I touch a Car it just slides across an entire Block or so, which feels off.

Destruction is heavy tho, but why is there a whole building worth of Blood if I shoot a single Mecha? And why do buildings collapse so fast, but Cars take so long to destroy?

Car beeping is nice.

I'm assuming its just endless Waves, as I never found a clear Objective to either of those Missions.

Seems most of the Work right now went into the Destruction, and thats working great. The rest is pretty barebones at the Moment tho.

Played foru roughly 10m, walked everywhere I could I think.

Why is Body a slider? Especially if you only have 2 Options. 

Menu doesn't work, Hatshop doesn't work. Chatting doesn't work, and doesn't give me my Controls back when I finish typing a Message. Trees have no Collision, Texture banding on the wooden Houses is horrid. They need a few Mipmap Levels desperately.

Danced around a bit in Club Cactus, that's pretty much all I can do I think.

Nice Waterfall, looks terrible. Your Bushes reender on top of each other, not behind, Transparency Issue. Why are they Transparent Materials anyway, instead of masked?

Music in the Snow was a pleasant Surprise.

Gets automatically blocked by Chrome on download.

Played roughly 10m.

My first Thought was that I didn't look like a Mage. Pointy Hat might be better then Cowl(?).

Obviously I immediately burnt my House down, then myself.

There are some blue Lightcubes which look incredibly buggy and give off Way too much Light. Wind also lingers too long I think.

Music is if I recall correctly generated? It becomes a bit annoying after a while.

Burnt pretty much everyting I think, kept burning myself.

I think the Fire needs to be a bit safer to handle,  maybe just be bigger further away, so I don't have to constantly burn right in my Face to kill Enemies when the Floor isn't burnable.

Otherwise, needs more to do I think, maybe some more Firepuzzles with the Candles?