- Why do the names for keys in the keybind look like this? I can't even read what some of these are when they're shrunk like this.
- I do think it's bizarre that you have soooo much custom SFX and art... yet you still use the base RTP sound effects for taking damage, healing and even use the bodyslam attack with the same SFX that I've seen in a million other games. You should really change this, since it's the sound effects we hear the most in combat!
- Small nitpick, but in the tutorial where you have like, 20 icons to display the effects of juggling? It feels quite excessive, since it's literally just Wind -> Electric -> Fire repeated over and over. You could get away with just showing just the three and then (
and back again), since a person's eyes can glaze over and think that the sequence changes somehow given how long you've made it.
- I notice Fidel's sprite occasionally pop out of existence every now and then.
- I hate unwinnable(?) battles like with the Maker Demon guy, especially after how Fidel gets a literal Super Saiyan power-up and unlocks all of her moves to fight him. Like you built it up like it's supposed to be a hype moment, yet it doesn't really matter.
- Those are some very incomplete-looking menus.
- I got legitimately softlocked after defeating the mimic! Fidel's sprite was fixed into her "item get" pose and I couldn't move, yet I could still open the menus and even save.
- Was there supposed to be a penalty for letting the monster reach the top of the map first in that one sea dungeon cave?
- Oops, I can see the edge of the world if I go to the far east in the sea dungeon map with the boat.
- I had no idea what to do for that one puzzle where you had to light up all of the crystals before they ran out(?). Like am I missing something here? Was it meant to be a timing thing or a "correct order" thing?
- So. I'm going to keep it real here. The fact Fidel cannot outrun enemies that chase her when they see her, especially since the only method of slowing them down is an object you gain after some way into a dungeon, is actively detrimental to the game's pace.
She moves at a permanent 4 speed while the enemies charge in at 5 speed, and keep in mind - your only method of stunning them has limited charges, and gaining new charges hurts Fidel! Every moment when I was able to successfully sneak past them felt like a miracle, since I did not want to deal with them.
THE BIG THING:
- I appreciate the attempt at making a game with low numbers. But despite this, the HP of the enemies is
Too Damn High: combine this with the fact you always face like three-four dudes in one troop (maybe even more) and the fact
YOU CANNOT ESCAPE NO MATTER WHAT... it felt extremely punishing in a way that made me question why I should even bother fighting enemies to begin with.
I understand the point of giving enemies high HP for something like this - you want to encourage the element-stacking system so the player will experiment and cycle between their skills when needed. Only issue is that by artificially bloating EVERY enemy's HP like this, especially if they're random encounters you're meant to deal with quickly, and throwing so many of them at the player...
:kaoback:
It was stressful trying to avoid enemies on the map because of this, especially with the above issues with map movement. It felt like every single fight was a mini-boss encounter where you had to put in all of your effort, and demanding that same energy from every fight legitimately exhausted me.
- Likewise, rewards were unbearably scarce compared to the effort it takes you just to defeat one troop / explore. If you could dispatch the enemies quickly, then it wouldn't be as much of an issue. (Seriously though, there was that fight that had four enemies but they only give you 3 rank points [your stand-in for EXP?])
I would think it'd be a great incentive if the first level/rank/thing was easily gained yet the subsequent levels would ask for more and more, or if it functioned like Paper Mario where you only need 100 to get a full level every time, but you get less star points from enemies you've already defeated over and over to dissuade the player from staying in the same spot over and over.
But as it stands, it's a bit of a slap to the face for so much effort, yeah?
- The fact the element stack states
are NOT guaranteed. There were multiple times in my playthrough that I tried to get combos going, but they just... refused to land on enemies. Blustery Day to set up an MP leech effect? Nope. Faraday Surge to paralyze an enemy? Nope. Not even Butane Lighter to set up damage over time. If you're going to revolve your game around this mechanic, at least make the effects always land!
This is also ignoring my issues with what it does to enemy design, since it boils down every enemy, regardless of their design or where you fight them in the game, to the identical blobs of stats that you dispatch in more or less the same way every time.
- I should stress this right now in big bold print:
THE COMBAT WAS NOT HARD.
I only died twice - first against the Maker and second against the fishman guy. Otherwise, I was able to keep myself afloat with Fidel's healing move every other time. But it should be stated that the
COMBAT WAS TOO SLOW. It also did not inspire confidence with the elemental system, since at one point I was like "Oh, this is going to be how the entire game plays, huh?" and that dampened my mood too.
- The maps are too large for this walking speed. I'm aware you've been resistant to increasing the speed due to how it looks + have some kind of dashing upgrade in mind in the future based on a puzzle I came across at, but Fidel's walking speed combined with how huge the maps are make exploration a slog. Traversing the huge sea in particular felt like you could shrink the map down and/or position the islands closer to each other and you wouldn't lose much.
- Fidel interacting with the librarian guy was my least favorite NPC interaction because it's just kind of annoying. It's the same joke of "young child argues with deaf old crackpot" for about 4 minutes, and I just kinda groaned when I knew where it was going.
A lot of conversations tend to drag on, now that I notice.
- The Rat Gauntlet during the torch quest was too much for me, since I had already found the combat to be slow and uninteresting + my stamina had already been pushed due to all of the various stumbling blocks I experienced off-camera. I am not ashamed to say that, in my state of exhaustion, I quit playing since it felt like the straw that broke the camel's back.
? I'm legitimately not sure how to feel about the dialogue between the Maker and the Pauper. Or any of the meta stuff beyond my positive initial reactions. Like is this a constructed world? Are Fidel or the rest of the inhabitants of the village not real people? If that's the case, then it'd make connecting to the people feel pretty worthless!
So I'm gonna echo what
@hiddenone said: if you want the meta elements, either play into them more or just remove them entirely. Like Fidel is different because she's a real person or something?