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Bloodstained Hands - Seeking Feedback

A topic by Strak created Sep 16, 2020 Views: 235 Replies: 2
Viewing posts 1 to 2
(+1)

Greetings!

I am an indie game developer out of Alberta Canada, and I'm looking for feedback on my project. Bloodstained Hands is a full length RPG made with RPG Maker VX, with an artistic approach. I tried to take the typical fantasy cliches and prove that a game can be a cliche and still good. I've put about 12 years of work into this project, doing everything possible to improve the mechanics, dialogue, story, graphics, and overall quality of the game. The game is free to download, does not require any runtime packages, and received updates for bug fixes and quality of life improvements that are compatible with previous saves.


Anyone interested in giving it a shot or providing feedback, please feel free. Just follow the link here: https://strak.itch.io/bloodstained-hands


Thank you! Happy playing.

(+1)

Great job! I just got done beating Belua prison and from what I've seen so far, you've done an outstanding job of polishing this game up! 

Some of the fine details I noticed:

- You can't name your character Rain when you're told to change your name. Good catch!

- I like how you can see green moss at the bottom of the stones in the Belua prison.

- I also like how each level of Belua prison gets darker as time passes.

- The effects of sunlight through windows is really cool!

The soundtrack is very immersive!

I grew up playing a lot of the greats in the "Golden Age" of JRPG's -- Final Fantasy 6, Chrono Trigger, Secret of Mana, Terranigma, etc . . . your game reminds me of games from that era.

There are a couple improvements I would suggest:

- The pacing of the first hour of the game felt a little slow with the menial tasks and tutorials. I would recommend an option to skip the tutorials for veteran RPG players. They especially don't feel necessary when one considers that all the guards in Belua prison can be easily defeated by spamming the Attack button.

- I was playing this with a keyboard so it wasn't always obvious what buttons were available. It was by pure trial and error that I found out that "D" opened my main menu and that "Z" confirmed a selection. Finding the button to escape a battle was also hard to find (I think I had to hold Enter). I realize this is probably more of a RPGMaker issue, but it would be nice if the player could know up front what the keyboard mapping is.

But overall this game is oozing with polish and attention to detail and I'm looking forward to playing more to see how the story unfolds!

(+1)

Thank you very much for the feedback! I hope you enjoy the game, and if you have any additional questions or points of feedback, I'm absolutely open to them. The prologue/tutorial does have some impact on the story, so I haven't really considered adding an option to skip it, although I can understand why it might be tedious to veteran players. I will consider that for a future update. Something that you can do to breeze through the dialogue in most scenes is simply hold the dash button. The same button that is used to run in the game is also used to skip dialogue. When using that, it can cut the introduction and tutorial down to about five or ten minutes, assuming you at least know where to go. As for the controls themselves, I have encountered trouble with that myself. RPG Maker VX uses a system where if you've adjusted the controls on one game made with that platform, all games made with the same platform are similarly affected. But, since different games may have different scripts that change how certain buttons function, there is no baseline for determining what key does what. For example, the default key to escape battle in this game is the Q key, and only works when no players have an action ready. In a different game, someone could have the Q key open the menu. I am addressing this however, and will be releasing an update tonight with a Readme document in the root folder, explaining how to get started and configure the controls to best suit your needs. In the mean time, there is an in-game guide that can be accessed from the menu that explains the controls in depth. You can also figure it out by pressing F1 once the game loads to open the Game Properties window.

Also, something that may be of interest to you is the aforementioned update. There will be an update made live tonight, September 17th, and the update will include a few quality of life improvements, including the Readme going over the controls. I will be posting in the Devlog of the game when the update is live with all the added benefits. The one that you might find most enjoyable is the adjustment of the encounter rate in most dungeons, as it was turning into a bit of a grind. You may find yourself a bit under-leveled at certain points, and might need to take on some extra missions or do a bit of training to get caught up, but at least you won't be swarmed by enemies at every turn. At any rate, thank you for playing, and feel free to offer any additional feedback! I'll do my best to address it in a timely manner.