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DevaData (Public Alpha)

The Internet's broken! Can our heroes put it back together? ยท By Kindryd Studios, Erick, 96LIONS, AdamKip

FINALLY AN SEA TURN BASED GAME

A topic by KATSUBLAZE created Jul 15, 2023 Views: 163 Replies: 1
Viewing posts 1 to 2

As someone who loves JRPGs and turn-based games, I'm so-so excited for the game!!! im just


I'm not sure which parts are already being worked on since this feels like an early build of the game, but I've collected some comments and feedback that might hopefully make the experience better. (IT'S SUPER LONG SORRY  i wanted to be as specific and actionable as possible #JustGamedevTingz and also i am a turn-based lovr)

WORLD BUILDING / CONCEPT ART / VIBES

  • I FUCKIN LOVE EARLY 00'S CYBERSCAPE THEMES like I live for animes like .Hack, Serial Experiments Lain, etc.
  • Character designs are interesting and fun! i like alt's and midi's the most (await the fanart it'll come i SWEAR)
  • 3D models are really good too!! i like the balance of stylization and detail
  • Globethrottah design is wild, feels like i'm playing those PSX JRPGs again like Wild Arms 1 like google the enemy designs and these are what the enemies remind me of

MAIN MENU / CUTSCENES

  • The VA work was a nice surprise! Everyone sounds so cool waa
  • A simple intro/outro animation would help make it  less jarring moving from Main Menu screen to starting the game (like a fade in/out would work well, but you could always go further ๐Ÿ‘€)
  • When there's BG music, it feels like it overpowers the VA just a little bit

NON COMBAT / EXPLORATION MODE

  • Back end mode is so cool! and adds a level of complexity to the level design :" )
  • Walking speed can be much faster. Currently I hold SHIFT to run most of the time, and the exp would be much smoother if the run speed would be the default, then holding SHIFT will make Alt walk (bc so far, there were little situations that needed me to go on walk speed)
  • It would be cool if battles triggered in back end mode had the same VFX treatment of the exploration mode too!
  • The battle theme would work better for exploration mode since it's chiller! The current drone beat adds tension to the scene
  • Quest system: It's inevitable to run into a bunch of monsters while exploring, so I think the "kill [x] no. of monsters" quests could be replaced with more exploration - based quests (e.g. find a way to the tower, look for x person, etc.)

REGULAR BATTLE MODE

  • The front row - back row feature is SO COOL like how the skill set changes and how enemies can affect the positioning of the allies!! With some more complexity I can see this being used in a different number of ways
  • Item/Skill use: in most RPGs I've played, when selecting a support item/skill, the cursor usually automatically selects the one with the least health OR the caster/item user, but in the game right now it always goes to Midi so I tend to use items on her accidentally ๐Ÿค”
  • We run into a lot of monsters constantly so an Escape function would really be beneficial! (OR MAYBE I MISSED IT???) 
  • The camera panning across allies and enemies at the start of battle is cool, but can start feeling draggy/redundant after doing a few battles. Maybe for regular enemies, you could forego this, and save this movement for big enemies like Globethrottah!
  • Similarly, it may feel smoother if when enemies/allies execute skills, they would do so right away vs. having the camera pause to view them before executing the skill 
  • Character animations are guuuud!!
  • Simple UI SFX and hover/pressed/active states would really help with clarifying what the players can do next at any given time! I wasn't sure where to click next for a sec after pressing attack command (turns I had to use SPACE and also the cursor was on the enemy LMAO)
    • Maybe input prompts at the bottom of the screen would help (like a "Choose an enemy" or sumn)
  • Skill menu: the size of the geometric text is kinda hard to read ๐Ÿค”
  • I find that I can breeze through enemies with just using attack (no real danger of losing a lot of health bc it restarts per level I THINK??)
    • Normally, I don't mind grindy games as long as there's something to grind for (like items with low drop rates, crafting materials, experience points for skills)
    • But if battling a lot isn't incentivized, then I'd rather fight less monsters with higher difficulty!

BOSS BATTLE MODE

  • It would be nice to have a special victory screen :" )
  • I wasn't able to read the skill descriptions in one go, had to have Globethrottah cast their skill twice LMAO ๐Ÿ˜ญ maybe have it on screen a lil longer would help!

BUGS

  • When two enemies hit me at the same time, i think both animations started playing and then game crashes ๐Ÿ˜”โœŠ
  • In one battle, Alt's health reached near 0, and when i started the next one, her health bar was full but still color red (turns out it was still low health, but for some reason it stays full)

Let's go Kindryd Studios!!! Can't wait to see what happens next :" )

Developer

THANK YOU FOR THE LONG ESSAY OF FEEDBACK AND PRAISE!!! the team was like "WOO" when we saw your post, we'll definitely look this over proper and see what we can implement into the next build!