Okay, i see what you're going for here, although i kinda wish it hadn't taken me three hours to figure out how to do anything. I'm a big fan of complex games with lots of mechanics, and this certainly has some of that, but it could really use something - even a basic readme.txt - to guide players past the "lose to the first random encounter" phase. Unless they're supposed to lose their first fight in which case that is hilarious and i don't even mind(although i'm a cautious gamer so for me that meant run from the fight and try to explore as much of the world as possible without touching any tall grass, which took too long and wasn't a very good experience, 'specially since tree stumps don't look like they can be interacted with at first glance)
Xx_Awesomesauce_xX
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Something that causes me endless frustration in games is when high health enemies have absolutely no indication of how close they are to defeat. I don't want to waste my time throwing myself at an enemy that i have no chance of beating, but i also don't want to waste my time doing a bunch of grinding only to come back and find the enemy a complete pushover
Even in games without visible health bars, there's often something to grasp on to, like how monsters start to limp in monster hunter, or even just a boss going into phase 2 halfway though the fight. Without something like that the fight lacks both gameplay intent and a narrative intensity curve, and instead you just kinda hit it until "whoops surprise it's dead!" out of nowhere
Anyway, my point is that the game looks very nice, and i'm sure you put a lot of effort into it, but i simply haven't the patience to get past the first boss.
Also it took me embarrassingly long to realize the combat was supposed to be turn based >_<' I was swinging my sword all over those slimes and nothing was happening so i was like "Huh, i guess they're immune to sword attacks?" and just jumped past them. Maybe should have read the game description a little closer lol