Take your time you need, and don't rush.
your health and life goes first, so work on it when you feel like and time.
you do an amazing job and I'm sure you can make nice changes that works
for you nicely :)
MV - Fidel & The Pauper's Paradox (Sean Murray)
● ARCHIVED · READ-ONLY
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Hey man, no need to apologize! We understand, go live yo life!
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No worries, in fact, take your time! Good things come out from waiting.
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You too honey sweetheart! :wubTake care of yourselves.
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Hey there everyone,
I just wanted to do a quick update on the status of the beta test.
I was hopeful that maybe I would be ready by the start of June, but I didn't want to promise anything, and with good reason.
Obviously, I'm not here to report "We're open for business!"
Still need a little more time to cook.
So to begin; that thing I have been talking about for the past while: The remade intro. First of all: I might be a little bit biased, but holy hell I think the intro is a blast.
But it's taking a little bit more work than expected. It is the intro after all, and I want to make sure I hook you guys as early on as possible, so the intro is full steam.
The intro works in a loop, each loop building on itself; combat, story, combat, story, etc...
I'm working on the final combat, story loop now.
Once the fight and story bits are done, I'll say that the game is in a pre-beta state. From there I will need to do a few playthroughs of the game content on my own time to check for any major crashes/soft locks. it won't be polished, but just want to make sure it's at a "beta polish" level (heavily flawed, but still playable).
And then from there...well, I guess we're good to go.
Once I get to my own internal playtesting, I'll be back here to formally announce the beta test...again.
Until then, all I can say is thank you for sticking around! -
It's coming.
Last update, I said that I would make an update once I had finished the intro scene and began moving into the internal playtest/polishing stage.
So guess what that means?
The goal is August.
Once I am ready, links will start being sent in the order of sign ups, with people who will be making video content receiving the keys last (Sorry video guys!)
Let's talk about the game some!
The intro is complete, but there's still a lot of placeholder, especially attack animations and one sequence near the end of the intro.
Speaking of place holder...
The save system is going to be a little bit jank. Sorry about that. Sort of a last minute discovery about the save system was that it had the potential to cause massive bugs; from outright crashing the game on load, to potentially loading the player into a null map (whack, right?)
So for the beta test, the save system has been disabled. There are no save points in the game, so you'll be required to use my “deployed debug console” and type in the command:Code:(Don't worry, I'll also put an item in the inventory to not only remind you of what that command is, but also just let you save via the item.)game.save
Another problem exists, which is a random crash that happens during the intro. It happens randomly but always at the same place. For the time being, the game will ask you to save before entering this section of the game.
Some other things worth noting that aren't in the test but I hope to improve in the future:
- The whole battle scene
- Custom sprite art for Fidel in battle.
- A better, more informative and faster UI for battle.
- Replace battle-backs with the motion battle backs as seen in the intro fight.
- Adjustments to the battle speed.
- Many NPCs in the game still use RTP or RTP-styled sprite art. June is working hard on the NPC sprites, but many have not yet been completed.
- Many NPCs do not have bust art. Just like June, Somon is working hard on drawing the busts, but there are still many that are incomplete.
- Many NPCs only have their introductory scene implemented, but their stories cannot be completed (I'll be sure to inform the player in game with a message “this NPC is still being implemented” whenever you reach the end of that NPCs content)
- Additionally, many NPCs cutscenes are handled through an old method of composing and directing the scenes. This older method is more static, and also longer-winded. I will adjust - and in some cases, rewrite - those scenes.
More news will come as opening day approaches! Stay tuned, and don't forget to sign up for the beta test! - The whole battle scene
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Over the next few weeks, I'd like to tell you a little bit more about the game through character profiles, and where better to start than the main Character?
Fidel
Fidel is optimistically innocent, and naively dimwitted; she never really got high marks at school.
After waking up in a strange place, Fidel finds herself in the middle of an argument between two strange entities, arguing on the origin of confidence. Is it within our nature? Or is it a behavior that is nurtured?
Well, whatever they are arguing about doesn't really matter to Fidel. In the cozy little community, Crossroad Commune, the many townsfolk have turned sad. They all point their fingers at one of those strange arguing entities, but perhaps their blame is misguided.
All Fidel knows is that her goal, regardless of what those entities might want, is to make these people happy.
Although the game focuses on a single party member (Fidel), she will meet many different characters, all with a vignette into a person’s emotional troubles.
It's been a while since I last talked about what the beta test will and won't feature, so how about a brief recap on that?
Beta feature list and missing features list:
So what are you doing!?!Spoiler- Players can experience the story, beginning from the prologue.
- Players can interact with the town, including:
- Shopping
- Upgrading Fidel and her skills.
- The various systems and mechanics that tie into the Community system.
- Meeting the towns people.
- Giving gifts to the towns people.
- Players can complete 2 levels in full.
- The Seas level is fully accessible.
- The Cave level is fully accessible. (The previous test only allowed access to half of this level)
- There is of course a lot you can't do since it's not finished. I'll go over some of the major things:
- You can't beat the game.
- You can't do the Forest level.
- You can't complete many townsfolk vignettes.
- There is no pixel movement
- There is also a variety of missing things from animations, sound effects, action sequences, etc.
If you haven't signed up to test the game to provide feedback and help it become an even better game, do so now!
See you soon with another character profile! -
The new pixel art for fidel is really cute!
Will be looking forward to the beta test! -
Yeah! June really did an amazing job with Fidel.The new pixel art for fidel is really cute!
Fidel is also super expressive, with lots of behaviors - and more to come in the future! My goal is that, well...the player is going to be spending a long time with Fidel, so I want to make sure that the sprite is expressive. Higher frame rate animations, with idle animations, walk cycles, and a variety of other behaviors for different field actions.
Once again, June just kicks a/s on the sprite work. -
Joy
(not named after one of our mods)
Joy Hayward is a young girl, about the same age as Fidel, and knows that her delight causes the least disruption within the community. She is the daughter of Everette Hayward, the wife of Felix Hayward - the shop keeper of the town.
Although Felix is permissive and just wishes for Joy’s happiness in the present; Everett prioritizes Joy’s long-term success and happiness, finding that Fidel is just an annoying distraction from Joy’s studies.
Ever since the big bad Maker sealed off Crossroad Commune from the rest of the world, she’s been looking for a friend or a purpose. Fidel seemed to appear just at the right time.
BEYOND THE TOWN...
In Fidel & The Pauper’s Paradox (or Fat PP), Fidel will be able to explore 3 different dungeons (though only 2 are available in the beta test) each with a new gadget to help expand her exploration capabilities.
Each dungeon is designed around different game genre ideas, making each dungeon unique in its structure.
ITEM FUSING
Finally, how about looking ahead into the future?
While play testing I discovered that the economy becomes broken quickly.
As a new player you'll probably find yourself strapped for cash frequently. However, the economy will eventually plateau once you buy all the gear you need. From that point forward the economy will balloon rather rapidly as the player has nothing to spend their hard earned coin on.
This came from the fact that once you buy the gear necessary for your build, there is no reason to save up for any other gear piece.
Likewise, since switching to the RANK system, there have been very little incentive to play at higher ranks. (which I was going to link here, but I guess I never made a post about it!?! So I guess the length of this post is being doubled...)
So what I am considering is creating some sort of gear-fusing system, where you can fuse the attributes of a matching piece of gear into another piece for an increasingly higher and higher cost. This gives players a reason to buy all the other gear even when they don't need it, and it will allow the power scaling to go much higher, which means I can make the higher ranks more lethal BUT also reward players more adequately for taking on the challenge.
RANKING UP
replacing leveling up
Fidel & The Pauper's Paradox ran into a major problem.
See, the game is non-linear. This makes accounting for a difficulty curve quite challenging.
I knew this from the beginning and therefore had implemented scaling enemies. However, when Diablo 4 launched and the discussion around scaling enemies ramped up, I decided to rethink how I handled levels and enemies...
RANK explanationThe conclusion I came to was what I call the RANK system.
Earning new ranks is not much different than a regular leveling system - kill things, get exp. But unlike leveling, ranking up DOES NOT increase your stats.
However, ranking up does increase the enemy difficulty. This does not necessarily mean just giving a stat boost to enemies (though sometimes it does). It also includes enemies unlocking new skills, having more aggressive AI, among other things to ramp up the challenge.
The system is constantly trying to push you, the player, into taking on harder and harder challenges. However, at the very core of Fidel & The Pauper's Paradox is the ability to play how you want.
By going to Truette, the town priest, the player is able to set their rank to any previously unlocked rank.
For a small donation the player can RANK down if they want to reduce the difficulty, or for an even smaller donation, the player rank RANK up to return to the highest rank they previously achieved. (See, constantly trying to push you towards harder challenges.)
Oh, but what if a player gets locked into a challenge soft-lock; too high of a rank to defeat the enemies, but too broke to lower their rank?
Well, being defeated in combat will lower your RP (rank points - basically exp). If you are defeated enough times, you will rank down.
I'm getting pretty close to being ready for that beta test.
I'm wrapping up the first playthrough which of course had the most fixes that needed to be implemented. After the second playthrough, assuming there are no major fixes that need to be made, the game will be ready for y'all to pick apart.
I'll try to do one more character profile before that day! -
And it didn't take me spending 12 hours crunching because of a crash at all. Sleepless night? Never heard of her.
Did I say I was going to do another character profile? Sorry with all my totally well rested energy I am just too excited to put one of those together.
If you signed up for the Beta, please read this information as it pertains to it.
I am beginning to roll out access to the beta test slowly.
Due to...too many...last minute problems cropping up, I am doing it in very small batches so that folks can report right away should anything go catastrophically wrong.
So one last time, let's talk about the beta:
Things are really unpolished. There will be lots of minor bugs. I'm really just trying to get feedback on the more broadstrokes of the game itself. The technical stuff will be tightened up later.
So some things to be aware:
- There is a random crash that happens during an intro battle. Fear not! I accounted for this and will prompt you to save just moments before that battle happens. While getting drunk (not because playtesting was becoming unbearable after going 8 hours without so much as eating a meal, but totally because I was just celebrating my accomplishment) I had an epiphany as to why this crash is happening, but further testing will need to be done. Y'all play testers are just gonna have to deal with it.
- As a reminder, the save system had to be scrapped because it caused the space time continuum to fold in on itself. So, after you complete the intro and are set loose to bring the world happiness, the game will prompt you to save. You can save manually at any time using ~ (tilde) and typing game.save and pressing enter. Alternatively, you can use the "Saving Notebook" from your inventory to save.
HOWEVER the game was not designed for you to save any time anywhere. There are some locations that saving and quitting, then loading into the game WILL cause the game to soft-lock. The town, Crossroad Commune, is always safe to save in. Saving in boss rooms, or the white void (you'll know) will softlock the game. Basically, if you are in the middle of a story critical moment, it's probably not a good idea to save and quit.
Requirement #2 originally asked that you do not post feedback publicly until after the beta test. HOWEVER, I have decided to change that requirement. Please read carefully.
You can leave your feedback as soon as you are finished playing, you don't need to wait for the beta to conclude. However, I am politely requesting you hide all of the feedback behind a spoiler tag. Thank you.
Finally, when will you gain access?
For right now, I am reaching out to Discord contacts first since they are able to reach me the quickest should an unexpected crash happen. Once I have confirmed that there are no unforseen crashes along the critical path, I'll begin rolling out the game to folks here on RMW, and then finally to folks outside of RMW (Youtube, etc). But, a rough timeline is probably within the 1 - 3 days folks on RMW will be receiving a PM from me.
Unlike last time, I cannot distribute it through Itch, unfortunately, as the game size is too large. I will send you a private Proton Drive download link (It's just a privacy-focused version of Google Drive).
I will also include a feedback form for you to fill out. Now, don't get overwhelmed, the feedback form is ~really~ long - 51 questions, to be exact (but most of it is "on a scale of 1 to 5 how was x thing" type questions). However, only some basic demographics information is required to be answered. Other questions can be skipped if you feel like you are short on time. (But it would be really, super appreciated if you answered all the questions).
I think that's it for now. I hope you are looking forward to playtesting Fidel, and most of all I just want to say thank you to the amazing 24(!!!!) people who signed up to play test the game in order to help see this game improve. I will be honest with you, playtesting this game as much as I have over the past week has been a humbling experience. I realize I have such a long road ahead of me with this game, but I'm thankful to have people help me conquer this long hike together.
You can still sign up for the beta if you haven't. On the evening of August 7th I will close the sign up form. You can still sign up until that date. -
I’m happy to get started! Congrats on this huge step!! May it be more successful than you ever imagined.
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Hey! Congarts!
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Congratulays. Also, Fiddle will never stop being adorable.
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Yay! :kaoluv:
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Heyas, I got to play the beta version and now y'all get to suffer through another one of my essays. :rwink: I had fun, but it really needs some more balancing when it comes to battles to make it enjoyable in the full game.

Overall, this is a neat idea and pretty to look at, but it needs more tweaking and balancing to help keep players engaged. I'm looking forward to playing more in the future, once battles are polished a bit more.FeedbackI'll start with some of the stuff I loved. The maps are lovely, Fidel is adorable in both her art and her characterization, and while there wasn't a lot of plot revealed while I was playing the bits that I saw were intriguing. I did enjoy exploring the areas, though Fidel's walk speed is painfully slow so being able to move faster would have improved that a bunch. Each NPC felt distinct, and I was looking forward to getting to know them more (though they didn't seem to have anything else to say after their introduction cutscenes).
That said, this is very clearly still early in development. The concepts are there and there are glimmers of a great game, but it needs a lot more tweaking and polishing to really make for a fun game to play. The cutscenes are interesting, but they are quite long. Especially in the start of the game, it feels like it will focus on character interactions before all that gets tossed aside to go explore dungeons and face off against monsters. I think the two parts need to be better connected in the start to make it all more cohesive, maybe a weak enemy troop enters into town right before the player gets control so Fidel has to fight and the NPCs can comment on Fidel being able to help out their situation (or comment on how a little girl shouldn't have to deal with the adults' problems). That would help make it feel like Fidel beating the dungeons is focusing on helping solve the town's problems instead of how it currently feels like Fidel just wanders around and happens to help.
Battles are where this game really suffers, and it unfortunately drags the whole experience down. Even the intro battle with the Maker dragged on for way too long, and while it was nice to get to play around with all my skills I wish the Maker had talked during the battle so that I knew it wasn't one I was ever meant to win. Once I finished exploring the town I started out in the Seas area, and the battles felt unbalanced instantly. I mostly fought troops with three or four enemies, and each enemy needed at least four attacks to be killed. Add in the fact I needed to gain ConP to do real damage, and it felt like I was spending 5+ minutes in each mob fight... All to be rewarded with a handful of Notes, which weren't enough to buy any new weapons or accessories. I kept doing every battle I saw because I wanted to try out another weapon, but by the time I finally gathered enough I had defeated the fish boss and didn't really have a reason to stay in the Seas area except for exploration.
The fact that I lost a lot of the skills I had during the Maker fight also hurt. I had enjoyed using Double Stack (even though it has some problems), and being limited to only one move per turn just made each battle drag on and on. If there were less enemies in each fight or if I kept the ability to attack twice a turn it would have made combat a lot swifter and more enjoyable.
The magic attacks also suffered heavily in battle, and I ended up pretty much only using Butane Lighter since it cost 5 ConP compared to the others' 6, and had the chance to do 1 HP damage each turn. The magic skills were supposed to be a big part of combat since you could stack and do more damage depending on what state the enemy had, but the actual probability of inflicting a state was so low that I rarely saw it more than once a battle. Since I couldn't consistently inflict a state, I just used the skill that cost the least amount of ConP and did more damage than the default Attack. Speaking of ConP, it was also a pain that Fidel didn't start with any. I can understand not giving the player a full bar at the start of a battle, but a random amount between 4-7 would jumpstart the whole battle and give the player more choices from the start instead of having to wait a few turns to use a skill.
In battle I found myself rarely using items, except for the boss fight, because enemies did so little damage that I could safely use Poise for a few turns in a row to gain enough ConP to heal. The idea behind the items and having items found in Presents that could be instead given to NPCs is neat, but since I so rarely went back into town due to not having many Notes I found myself opening all the Presents for some instant goodies. While I know you plan on adding more to the gift-giving system, the game's current state just doesn't make it feel worthwhile.
I do want to touch on the meta bits of the game, since there's something cool there. The intro starts the player in a very 'gamedev test room' type place, so I was looking forward to seeing more of that scattered around the game to hint at even more secrets and story beats. But for the most part I didn't get to see anything else fun. The teleportation pads invoked the same sterile white of the intro and the touch with opening a menu to click 'transfer' is great and got my mind overanalyzing what it could all mean. But for the most part that was the only place the meta parts would pop back up, and it would have been way more interesting to see it in NPC cutscenes (such as having a choice when responding where one option is clearly terrible, and the cutscene 'restarts' if it's chosen) and in battles (maybe one skill could scramble the enemy and makes it an error instead of a normal confusion state). If you want there to be a meta story beyond the main story, then you really need to weave it through more of the gameplay and maps. If you just want a few points where it's a nod to other devs or just to look cool, then I'd consider cutting it out entirely and focusing on Fidel's story in the world.
All that said, I do want to make sure it's clear that I enjoyed the concept behind this game and want to play more! It's just that the main points of gameplay need more work and sour the whole thing at the moment. :rswt
tldr, here are the "things that must be fixed" highlights:
- Cutscenes need tightened up, characterization is good but they just take too long
- Movement speed needs upped
- Battles need to lose a few enemies per troop, lower the HP of everyone, start Fidel with some ConP, and give more Notes as a reward
- If you want to lean into the meta effects, then really go for it. Otherwise ditch it entirely
And yeah, that's about it. I stopped after defeating the Seas fish boss, but mostly because I ran out of time this week. I'll probably play more later, but wanted to get some of my thoughts out so you can start making changes. :)Graphic issues:
- The floating dots next to choices is very pretty, but maybe shrink their range a touch so they fly out about half the distance since from a quick glance it's hard to judge exactly which option they're next to
- In the Options menu, the Game Rules' purple background for choices makes it harder to read which one is selected
- Try to preload Fidel's walk sprite, she flickers when the player first starts moving
- The font is pretty, but sometimes it feels too thin to easily read, especially in longer messages where 'f's fade out in their center
- Do you want Fidel's bust to stay on screen while no one is talking and the sprites are walking around? It looks a bit odd to me
- Please please please adjust your zoom to be pixel perfect! You've got an adorable sprite for Fidel, don't mess it up by having a zoom that leads to wonky pixel sizes or bluring
- The Piece of a Manuscript's item description goes out of its box
- The item info effect in the shop is cool, but it is limited a bit. It only pops up when standing exactly in front, not on the side or if you click on the item to buy it
- Lemonade item description is cut off
- The brown word color for the "May the Seas' sister guide you" is difficult to read on the also brownish background
- The burnt tree during Fidel and Joy's meeting has its roots over the guard rail
- The zoom durning Fidel and Joy's meeting is a bit jerky, and makes the burnt tree split in half thanks to the zoom level
- Fidel's head goes under the purple book on the desk in the library
- Can't walk on the left side of the library entrance stairs
- Fidel's head goes under the blue book on the counter in the inn
- Can walk on the wooden crate up onto the wall in the furthest room of the inn's second floor
- Fidel's head goes under the low cupboard in the upper-right room of Hannah's house
- Careful with reusing tiles. There's a log on the map where the fish boss battle is that looks like the logs that can be destroyed by lightning, but that's not the case
- Fidel's head goes under the spikey plant in front of the Seaside House in the Seas area
- Can climb the vines in the upper right cliff of the Seas' Cliffside, but can't make it onto the top of the cliff
- Choosing Yes to see more info about items in the intro doesn't actually bring up more info on them
- Can use the pamphlet from the librarian in the library, but nothing happens
- In the Seas area the pathway down from the water with the three crystals that need repaired doesn't seem to lead anywhere, the storm gets worse but the screen stays black. The menu can be opened, but that's it
- The Saving Notebook is cute, but it is a bit annoying to not be able to save right in the main menu. It's just a few extra steps that don't really seem necessary
- The healing torch heals Fidel's HP and then hits her with lightning to restore her electric charges, meaning she ends up with 2 less HP than max. It can be interacted with again to fully heal, but maybe switch the lightning recharge to not damage Fidel at a torch
- The monuments near the 3 torch spots and locked door in the Seas area don't say anything, which is odd considering the rest of them have all had messages
- Presents respawn if you leave and go back to town, is that on purpose?
- Hitting enemies with lightning doesn't seem to do anything, am I misunderstanding it?
- Double Stack is a cool concept, but in practice it's a bit clunky. Because both skills need to be chosen before the turn occurs, players can choose two ConP-using skills even if they don't have enough stored up. That means the player automatically fails their second attack
- The help window during battle can hang out on the screen if you back out of attacking, covering part of the screen until the next turn and words fill the space
- The enemy HP bars don't always match up to the right enemy, if an enemy is above another on the screen the lower enemy's HP bar may be above the higher enemy's HP bar
- Bureaucratic Jelly seems unable to do damage to Fidel, and just usually gives me 2 ConP each turn
- Do the different Stong Guard shields mean anything? I thought maybe it showed an elemental weakness, but that doesn't seem to be the case...
- A minor thing, but it would be nice if the game remembered the last enemy that was targeted for attacks
Good luck with your project! :ptea: -
Sorry I took so long!
I ended up getting though 90% of the fire dungeon before I had to stop.
Overall, I was a little bit disappointed. I really wanted to like the game, but I couldn't bring myself to finish the rest of the demo.
SpoilerMusic and Sound
I wanted start with this because it was probably my favorite part!
Music was very good, as was to be expected. Well looped, balanced, yada yada.
Sound design went above and beyond. I loved all the little flourishes when you performed actions. It really helped integrate the music theme.
Graphics/UI
A lot of stuff was unfinished, so I don't have a lot to say, but Fidel's sprite was super cute, and the shop UI was awesome.
Mapping and areas also looked gorgeous.
Story
I'm not really a fan of meta stories. For me, it breaks my suspension of belief when characters are acknowledging their in a game, and I've never really seen it used in an interesting way. I don't think I got far enough to really say anything specific, but I wasn't exactly drawn in.
The dialogue was okay, but there was sooooo much. I ended up avoiding most NPC encounters because conversations went on for so long.
I also felt that some of the jokes were run into the ground a bit too much.
Fidel getting words mixed up was cute, but I wish it was used in more clever ways.
I felt this most with the librarian NPC.
Gameplay
My #1 issue is the walk speed. I'm honestly curious as to why that decision was made. IMO, there's no reason to limit the player's movement that much in a game like this. It made exploration and progression a chore, and was one of the reasons I quit.
The combat system has a great concept. I like the idea of keeping an enemy alive to sap their ConP. The issue was that every enemy encounter played out the same way. Poise for a turn or two to get enough ConP to use the wind skill. Hope and pray it applies the state. Wait for your ConP to recharge. Use the wind skill...etc etc.
I would have liked enemies to be more unique. Maybe an enemy that saps your ConP, or is only vulnerable to lightning damage.
It's also frustrating, because while there are no random encounters, you can't get past enemies without them attacking you. They also respawn every time you enter a new room.
Also, since you don't really get anything from beating enemies aside from some notes, progression doesn't speed up like they normally do in RPG's.
Also, on that note (see what I did there?), I fought a ton of enemies and was only able to afford one ring (the ConP restoring one). I even started opening all the presents after I got the first upgrade from the fish statue.
The dungeon I played was fine. I don't like puzzles, but they weren't horrible.
I ended up getting the tools and than...I don't know. There was so much stuff to keep track of, I couldn't figure out where I needed to go next. Found a gate, but it needed a key that I didn't have.
I feel a similar way about some Zelda dungeons, but at least those have maps that make it a bit easier to navigate.
In the end, being lost in the dungeon, moving super slowly, having to fight every enemy in my way...I just lost interest. I made my way back to the town and decided to wander into the forest for kicks, but I quit after trying to reach a resource in the dark red puddle that make you walk even slower.
Bugs/Polish
Encountered a few bugs.
-The game in general does not run super well. The menu specifically takes a bit to load. Could be my computer, because I have a pretty lousy CPU.
-Not sure if this was intentional, but there was a random chicken sprite in some rooms?
-The battle you mentioned would crash, did not actually crash. Better get that fixed :stickytongue:
-If you try to throw the fish into the lava before the tutorial, it doesn't work.
-Lots of items can be used in the menu that should not be (Ie, the rope)
-During one of the puzzles, when you can look around, you can get stuck in wall.
-Changing the BGM volume just won't work sometimes.
Anywho, I think with some work and changes this could be a really good game. Or maybe it's just not for me. Either way, good luck! It's great to see that you have a very solid chunk of the game done. -
Thanks @hiddenone and @TRIDIUM for leaving some feedback here.
I haven't read through it yet - my sincerest apologies, especially to hiddenone and her college thesis.
I'll start reviewing it all once most - if not all - people have play tested the game.
I'm about halfway through my list of sign ups now.
I was away on a vacation this past week, but I'll be resuming the hand out today.
Watch out, Mister double-sign up @Erif , you're next. -
I SWEAR I ONLY SIGNED UP ONCE.
No, seriously, unless that was firE's work, like Tridium once said. -
Alright, I guess it's my turn to paste a thesis here.
Overall, the game is... fine. I expected something a bit different from your standard RPG Maker game, and it was that, but it falls on some common pitfalls.
The game is going into an awesome path, it just needs a bit more of polish on the battle system.Spoiler: My judgementIt might really not be my place to say some of these things given I've made similar mistakes but...
I'll go through each "story" segment, instead of separating it by gameplay, story and all of that.
- Intro
- Explanations are a bit long. I, by myself, I'm not bothered by this because I like to spend the effort to actually play the game, instead of just going "Nope, this is too long". However, these long explanations, along with the white theme and the font's greyish color make it a bit hard to read, and this might lead players away.
- Battles are unclear, a lot, to be honest. I got the first 2 of the crystal, then that Maker comes and, I'm like, well... This guy is holding out a lot, Am I meant to win this? I might have held out almost an hour because I'm that stubborn but that battle was one of the most confusing ones I have fought.
- The mechanics are nice, but the the way they're presented and the battle itself make it fall into the RPG Maker Battle system pitfall: "Guard, wait until your energy is full, spam". And this, in a turn based battle system, makes it really uncomfortable. It might work on some more mobile battle systems (ABS, LMBS, and the like) but here it just drags the game. Then again, it might just be me though.
- The Commune
- The mapping here is beautifully done. I kinda walked through it just to admire it.
- The movement is really slow, I took it like it was normal in the intro, but how is it possible I can't dash?!
- There's no clear objective here. I got past this because i talked to everyone, which many people would not do sometimes.
- Fire Dungeon?
- There's a bug on the upper floor of the second stage in the fire dungeon, the gravel mound in front of Fidel can be walked upon, and it allows to float over the lava. And that's weird.
- The teleporting, and fish mechanics are very interesting, and unique.
- There's a bug on the upper floor of the second stage in the fire dungeon, the gravel mound in front of Fidel can be walked upon, and it allows to float over the lava. And that's weird.
- Overall
- Music is awesome. It brings the game a few levels up!
- I feel grateful for the fact that for the first time i playstested another game, the main character had at least some skills.
- The combat loop mentioned above, is draining. I was vibing to the music, tho.
- No pointers as to where to go. Based on my reconaissance, I might have gone to the wrong dungeon first.
- No way to recover ConP (beyond Poise, I might have not noticed the recovery of the other skills) [Maybe restoring 2 or so ConP after defeating an enemy?]
- I found myself laughing at some of the dialogue. It's good writing! Specially the librarian.
- I also concur with hiddenone on some of her described aspects to fix.
- Intro