Feedback
⦁ Notes are taken as I play
⦁ Not a fan of the Gaia Online avatars being used, it seems like that would break Gaia's terms of use. If they're being used a placeholders, why not just use the default generator faces?
⦁ The purple message box is a touch too bright, it'll probably hurt my eyes after playing for a while. Oh, good that can be changed in the Systems menu :)
⦁ Can walk under the wastebaskets in the motel
⦁ There's some odd passability on the road near Prominence Lake. The player can't walk left or right off the corners of the asphalt
⦁ Very cool reflection effect on the lake
⦁ The player starts with a lot of items and skills, which is nice but also overwhelming to a new player when you take into account all the things they need to learn about and remember. Sometimes it's good to start with just a few things, and let the player gain more as they play
⦁ If the player is spending gold on the soda machine to get a Soda, make sure the player's aware of how much it costs
⦁ The motel's sign is hilariously tiny on it's roof. Since the building's so big, it deserves a sign that fits
⦁ Poor Maddy's got some bad luck...
⦁ Battles seem straightforward, which is good but all those hints at the start of the first battle have already left my brain. I'm just going to smash my way through enemies and hope for the best
⦁ It's good that the game reminds players that 'Shift' shows enemy weaknesses, but unfortunately it's placed behind the party screen. It would be better if it was moved to be placed above that, right below the enemy area
⦁ A lot of the ABS parts are still in the game, so the player can try to hit enemies but it doesn't work. I'm sure you just haven't removed it all yet, but it would be good to fix that in your next update so that players aren't confused
⦁ Save point should be very obvious to the player, while the statue is a nice idea you could add in a glow or other detail that'll draw the players' eyes so they're sure to spot it
⦁ The Crying Doll is doing 2400-ish damage per attack, which is way too much! The jump in power from the Zombies to this is crazy, if I hadn't been using all my powerful skills then I would've been wiped out
⦁ I'm not sure what I was expecting in this game, but a ruined wedding was not it
⦁ Why is Latona telling the party to go somewhere safe? So far they've been the most useful people in town, you'd think Latona would want them to keep helping after that disaster
⦁ Why is everyone being dumb, even if Gerald's house is 'safe' there's still the chance of the poisoner having access so why would they share a huge meal?! And yep, right on cue something went wrong...
⦁ The sudden change to a murder mystery is weird for this game. It's fine if you want to add in more than just battles to a game, but this really feels more like taking too many ideas and forcing them into one game. More isn't always better
⦁ Can't speak to Maddy from her left side, the player has to approach from below to activate her event. Is it because the chandelier is also an event so it's trying to trigger instead of Maddy's? Hm, most likely
⦁ Why the heck would everyone wait to mention seeing Dash add something to Gerald's drink until after the party had to talk to everyone?! That's not smart on all accounts, since if they're innocent it looks strange that they didn't mention it right away and if they're guilty then wouldn't they want to make a scapegoat obvious quickly?
⦁ I found some gloves in the kitchen earlier, and now I'm disappointed that I didn't get to really get to do more detective-ing with them. Since there wasn't anything to do besides talk to people in the dining room, the game's training me to think that there's no reason to explore and look around...
⦁ Dead bodies don't stiffen up instantly or keep bleeding (they'll drip due to gravity, but bleeding happens because of the pumping heart, so no life means no bleeding), so apparently the maid in the bathroom was killed hours ago... Though that doesn't explain why it's still dripping blood if it's been that long
⦁ Well, the party says they don't know what the key is for, but in the items menu it's clearly labelled Storage Key... For things that you want to be mysterious, use two items and switch the Unknown Key for the other one once the player's talked to people about it
⦁ Whoops, the key info plays twice when talking to Rosaline, I assume one was supposed to play if the player hadn't picked up the key first thing
⦁ I need to go outside, but nobody told me where the door to the backyard is... Guess it's time to wander around and check everywhere
⦁ It's nice that both entrances back into the house have the cloaked figure cutscene play, so that the player doesn't miss it
⦁ The game is deciding what the player's already done which is messing with me. After checking on the women when the Crying Doll shows up again, the party is talking about how the library is locked and they can't check it... But I never tried to enter there, so how would they know that???
⦁ I lost the fight with the succubus, and will stop here. That battle's just not fun, because the Heart Reaver ends up turning into three enemies that all can attack and reflect damage, which killed Johnny in one turn...
Overall, I have to agree with EuphemiaArtoria that more isn't always better. You've clearly put a lot of time and effort into this game, but the whole game is just a touch too large to have gotten all the love and attention each part deserves. If you keep working on this project then it could all get that attention in due time. If you want to call it finished soon though, it may be worth it to go over the whole thing and decide what you really need and what you don't. The sudden change from RPG to detective game (and then back to RPG, I'm assuming) is rough because neither felt like they had quite enough time spent on them. If you don't want to make it a real murder mystery with the player searching for clues and making their own conclusions, then you could change that whole part to be cutscenes where the party is kind just dragged into everything instead of being put in charge of solving it.
The basics for an engaging story are there, it's mostly the gameplay itself that needs to be looked at and tweaked. Good luck with this, and your main project! :rwink:
⦁ Not a fan of the Gaia Online avatars being used, it seems like that would break Gaia's terms of use. If they're being used a placeholders, why not just use the default generator faces?
⦁ The purple message box is a touch too bright, it'll probably hurt my eyes after playing for a while. Oh, good that can be changed in the Systems menu :)
⦁ Can walk under the wastebaskets in the motel
⦁ The player starts with a lot of items and skills, which is nice but also overwhelming to a new player when you take into account all the things they need to learn about and remember. Sometimes it's good to start with just a few things, and let the player gain more as they play
⦁ If the player is spending gold on the soda machine to get a Soda, make sure the player's aware of how much it costs
⦁ The motel's sign is hilariously tiny on it's roof. Since the building's so big, it deserves a sign that fits
⦁ Poor Maddy's got some bad luck...
⦁ Battles seem straightforward, which is good but all those hints at the start of the first battle have already left my brain. I'm just going to smash my way through enemies and hope for the best
⦁ It's good that the game reminds players that 'Shift' shows enemy weaknesses, but unfortunately it's placed behind the party screen. It would be better if it was moved to be placed above that, right below the enemy area
⦁ A lot of the ABS parts are still in the game, so the player can try to hit enemies but it doesn't work. I'm sure you just haven't removed it all yet, but it would be good to fix that in your next update so that players aren't confused
⦁ Save point should be very obvious to the player, while the statue is a nice idea you could add in a glow or other detail that'll draw the players' eyes so they're sure to spot it
⦁ The Crying Doll is doing 2400-ish damage per attack, which is way too much! The jump in power from the Zombies to this is crazy, if I hadn't been using all my powerful skills then I would've been wiped out
⦁ I'm not sure what I was expecting in this game, but a ruined wedding was not it
⦁ Why is Latona telling the party to go somewhere safe? So far they've been the most useful people in town, you'd think Latona would want them to keep helping after that disaster
⦁ Why is everyone being dumb, even if Gerald's house is 'safe' there's still the chance of the poisoner having access so why would they share a huge meal?! And yep, right on cue something went wrong...
⦁ The sudden change to a murder mystery is weird for this game. It's fine if you want to add in more than just battles to a game, but this really feels more like taking too many ideas and forcing them into one game. More isn't always better
⦁ Can't speak to Maddy from her left side, the player has to approach from below to activate her event. Is it because the chandelier is also an event so it's trying to trigger instead of Maddy's? Hm, most likely
⦁ Why the heck would everyone wait to mention seeing Dash add something to Gerald's drink until after the party had to talk to everyone?! That's not smart on all accounts, since if they're innocent it looks strange that they didn't mention it right away and if they're guilty then wouldn't they want to make a scapegoat obvious quickly?
⦁ I found some gloves in the kitchen earlier, and now I'm disappointed that I didn't get to really get to do more detective-ing with them. Since there wasn't anything to do besides talk to people in the dining room, the game's training me to think that there's no reason to explore and look around...
⦁ Dead bodies don't stiffen up instantly or keep bleeding (they'll drip due to gravity, but bleeding happens because of the pumping heart, so no life means no bleeding), so apparently the maid in the bathroom was killed hours ago... Though that doesn't explain why it's still dripping blood if it's been that long
⦁ Well, the party says they don't know what the key is for, but in the items menu it's clearly labelled Storage Key... For things that you want to be mysterious, use two items and switch the Unknown Key for the other one once the player's talked to people about it
⦁ Whoops, the key info plays twice when talking to Rosaline, I assume one was supposed to play if the player hadn't picked up the key first thing
⦁ I need to go outside, but nobody told me where the door to the backyard is... Guess it's time to wander around and check everywhere
⦁ It's nice that both entrances back into the house have the cloaked figure cutscene play, so that the player doesn't miss it
⦁ The game is deciding what the player's already done which is messing with me. After checking on the women when the Crying Doll shows up again, the party is talking about how the library is locked and they can't check it... But I never tried to enter there, so how would they know that???
⦁ I lost the fight with the succubus, and will stop here. That battle's just not fun, because the Heart Reaver ends up turning into three enemies that all can attack and reflect damage, which killed Johnny in one turn...
Overall, I have to agree with EuphemiaArtoria that more isn't always better. You've clearly put a lot of time and effort into this game, but the whole game is just a touch too large to have gotten all the love and attention each part deserves. If you keep working on this project then it could all get that attention in due time. If you want to call it finished soon though, it may be worth it to go over the whole thing and decide what you really need and what you don't. The sudden change from RPG to detective game (and then back to RPG, I'm assuming) is rough because neither felt like they had quite enough time spent on them. If you don't want to make it a real murder mystery with the player searching for clues and making their own conclusions, then you could change that whole part to be cutscenes where the party is kind just dragged into everything instead of being put in charge of solving it.
The basics for an engaging story are there, it's mostly the gameplay itself that needs to be looked at and tweaked. Good luck with this, and your main project! :rwink: