MV - The Lost Myth | DEMO AVAILABLE

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Started by MoztheTiger 35 posts Page 2 of 2 View original ↗
  1. Feedback time for the demo! First off, I gotta say the visuals were what drew me in, and you seem to know it’s a strong suit of the game, as it’s all over the way you’ve marketed the game.

    However, there are… a couple spots where the tiling doesn’t seem as intended. This bit of tree wall, for example
    AD_4nXe41EIj9ydIh4U2-DMLgPH4FrCyh-sHx22lp8HT_4Kc3NacoQY2Nug-O6f52iALCoUh8fCdSQTvEyg5tpIU0tP6466EJCTw1Y3J49QtfBHnyEdmDrDUt-kra5qfZSkcd9UT7PqGfg
    It’s not too noticeable most of the time, so maybe I’m just being nitpicky here, but it seemed worth mentioning.

    The writing is full of personality, even in English. I was a little worried as I can see that it’s not your first language, but those worries were dispelled within minutes of play time. On the topic of translation, the bear in the well has text when you pick it up, and it appears that it wasn’t translated. The other items had fantasy names when I picked them up, so I don’t know if this is an issue throughout the game or if it’s just in this specific instance.

    One last issue: I could only heal the protagonist? The cursor in battle wouldn't let me select anyone else when using items or healing magic in battle.

    Character designs are clean and actions in sprites read well!
  2. Howdy, I played your demo for the Feedback Festival!
    Feedback
    Wow! You did an amazing job with your demo. The presentation is nice. From your itch.io page to everything in your game, the presentation is on point, is consistent and looks amazing. The sound design is done well, even the use of some RTP sounds. The music fits and is pretty pleasant. The writing is good. I know you're not a native English speaker but you did a really wonderful job with the English translation. What really stands out is the pixel art. The sprites are amazing and tilesets and maps are wonderful. I didn't really run into any bugs and was able to complete the demo. Combat felt good although I'm a little confused by the boost and weakness system. I suppose it's an Octopath system, I haven't played it, so it's a little unclear to me how it's exactly supposed to function.

    Everything is done so well, it's hard to find where your game could improve. So here's some nitpicks and thoughts that might make your game a little better. Feel free to ignore it though.

    The opening text is a little too "meta"/ fourth wall breaking for my taste. Seems fine for a demo but I'm not sure I would include something like that for the actual game.

    There's a few things that didn't seem to get translated, like the fire skill you can learn. (See Video) Other things like items, I'm unsure if they are untranslated or you're just using fantasy names.

    Overuse of ellipses "..." Almost every text box has at least one use of these... Use this more sparingly... There's even a text box that is literally "...!"

    Some of the cursing/foul language at the end seems shoe horned in. Doesn't feel exactly natural and seems unnecessary. I feel like you crafted a fairly all ages world/game and this just takes away from it.

    Not sure if I just got bad drops from enemies but I only found 1 resurrection/recovery item. Would have loved to have a couple more at least for the first area in case someone just sucks at the game or has bad luck. My main character died during the plant boss thing and I used my one revive item just be one shot-ed the next turn.

    Typos: brigde -> bridge nanything -> anything

    I didn't see any credits anywhere or packed up with the game.

    Like I said, this just nitpicks. Overall you crafted a polished, tight, and fun demo that you should be extremely happy with and I'll be watching this game for sure.
    I also made a Let's Play of your game demo.
    Link to my Let's Play Review Thread
  3. Big thanks to @rpgLord69 , @Timeline_man , and @Slaughty for your feedback and for taking the time to post here! I’ve fixed the issue where the 'i' was overlapping with the 'N' when selecting the character's name with the default one
    One last issue: I could only heal the protagonist? The cursor in battle wouldn't let me select anyone else when using items or healing magic in battle.​

    The ability "Sana" can be used on any character, so it's strange that it didn’t let you select another character... I’ll need to check it, but that’s never happened to me... It might have been a bug :(

    I’ll fix the issues with the tilesets and translate the skills and items I forgot. The items are in Latin in both languages, and that happened because I had trouble finding a good translation plugin at first, so I couldn’t translate them initially. Thankfully, I can now translate them, so they’ll be in English and much easier for the English-speaking community to understand ^^​
  4. I played your game for the forum’s Web Feedback Festival.

    The intro was really nice, something you don't see often.
    The name input was the letters off, as not being the center,
    there are serveral snippets to fix that part, I recommend using it.

    The Firewood in your place was for fuel and say something like:
    (Firewood I use for fuel. I'm really running low.)
    which was exactly the same in Ferrus house, which should be a different text?

    The neighbor house was kind of funny *not spoiling it, find out yourself*.

    In the image below is a slight issue (not game breaking) but if you have it on the sides,
    it shows the bandana back, facing up on the back, facing down, shouldn't it be visible
    to match the back as well. (1 or 2 pixel shorter to the right fix this too).
    small_issue.png

    The bestiary text also cut off, as you can set a space or inside the code to move everything
    3-4 pixels to the right to fix this issue (not game breaking, but still a bit cleaner).
    same for the message (as it cut out the outline and a pixel from the text).

    is nanything a word or a typo for "anything" or something like Ferrus character?
    anything.png

    I beat the demo which was really nice, and hope to see more.

    Success will be yours "Moz the Tiger"!
  5. Thanks for playing the demo @ShadowDragon! You're right, I didn't notice the issue with the bestiary, but I'll definitely make sure the letters are better placed. I've also fixed the problem with the letters when selecting the character name. I also wanted to add support for Chinese characters, since the game will be available in Chinese as well.
    type.png

    As for the sentence you mentioned, I accidentally typed "nanything" instead of "anything" sorry about that!

    In the next few days, I'll be releasing an update to fix the spelling errors and a few other minor issues I noticed^^​
  6. Hey there! I tried out the game for the feedback festival. You can watch it here if you are brave. There will be some overlap with my points made below, though. I only played the game for about 30 minutes to do first impressions.

    Just to warn you, I tend to be one of the harsher critics on here. I also seemed to have turned against the game at some point when playing it. This is probably just a me thing due to certain genre choices, so I hope I managed to at least come up with some useful feedback.

    The review
    • The color palette and designs of characters, enemies, and world are wonderful.
    • The SFX that are non-RTP are good.
    • I really like the chunky battle VFX (I lean more towards the art that's chunkier like this).
    • Please add key rebinding.
    • Some of the dialogue can be trimmed to be more succinct, however the amount of time to get into proper gameplay is already pretty quick.
    • I really wish the resolution between different assets was consistent. Having some things be blockier than other things detracts from the visuals.
    • The RTP SFX stick out from the other SFX used.
    • The combat doesn't do anything interesting to me.
      • The systems design doesn't drive me to want to explore or fight things.
  7. Gave your demo a try for the Feedback Festival. Here's what I have to say about it.

    The Good
    - This prologue moved quick, and got real brutal at the end. You did a great job of getting me intrigued about where it goes. I find it a strong start to whatever you've got planned next.
    - The presentation of the game is great. Not sure if it's Time Fantasy or something that looks similar, but I really like it.
    - I didn't notice any issues with grammar or spelling. There may have been some minor ones, but nothing stuck out.
    - So far, the combat is reasonably balanced. There would need to be more game for me to play to say if it's going to stay balanced.

    The Bad
    - While the writing isn't bad, there are things that pull me out of the world. Seeing a sign mention a modern name for a day of the week is one thing that messed with me, but the biggest offender was Ferrus exclaiming "Jesus Christ on a bike!". Jesus should not be a thing here when you clearly have a more fictional religious lore with the goddess.
    - Most skill names in the menu are translated (a single fire-element skill isn't), but the names are still untranslated while in battle.
    - Maybe it's meant to be used with the Boost mechanic, but the healing spell feels way too weak compared to using a basic potion.

    Overall, this demo was fantastic. You've got a helluva start here, and I see a lot of potential in the game. Good luck with development!
  8. WOW! First off, happy new year to everyone! Huge thanks to @woootbm and @Sword_of_Dusk for the reviews and for sharing your feedback! Honestly, I didn’t expect to get more reviews, so I’m really surprised! I really appreciate you taking the time to test the demo and share your feedback :kaothx:

    woootbm said:
    You can watch it here if you are brave.

    I watched your video and noticed that the attacks were translated in the command window, but when used, the animation plays and the attack text appears in Spanish. The issue is pretty random... sometimes it happens, sometimes it doesn’t, and even if you close and reopen the game, it’s likely it won’t happen again. I have no idea how to fix this silly bug yet, it’s really annoying :((

    I’ve actually made a lot of progress since I released the demo in October... Maybe add something like a coliseum as extra content that’s not tied to the main story, just to showcase more of the battle system with more enemies and characters to play as

    I’ve taken note of everything, both the good and the bad, and I’ll keep working within my means. Thank you so much!​
  9. If you don’t mind, my Time Elements characters all randomly being lefties is jarring. Know who might the artist for the battle sprites might be?
  10. BloodletterQ said:
    If you don’t mind, my Time Elements characters all randomly being lefties is jarring. Know who might the artist for the battle sprites might be?
    Are you referring to mine? They’re my original designs
  11. Oh okay. Thought you got somebody else to edit them. Sorry.
  12. BloodletterQ said:
    Oh okay. Thought you got somebody else to edit them. Sorry.
    No problem at all! ^^ Now that you mention it, I hadn’t noticed that the battle sprites in TE are always left-handed. Good observation!
  13. Blame OCD and eternal procrastination. Wasn't sure if I could get commissions if I just wanted attack sprites or ready animations.

    Kinda what I was into with your project anyways. Just to see the Time Elements sprites being used.

    I know they're not mirrored when my main character's sprite has an eyepatch and it doesn't flip sides.
  14. This game does have alot of potential, cant wait to see the full game!

    Now its review time!

    The Good Stuff
    The Battle system is really good, didnt die once throughout the demo, but did have some close calls.

    The World feels good, despite theres very few lore hints throughout the demo.

    When the stranger walks up to you and screen starts going static and words and numbers started flickering, felt like a horror not gonna lie.


    The Bad Stuff
    Excessive amounts of swearing is a no-no for me, as someone who has a moral code not to swear,
    kinda tore me from the world.
    Sword_of_Dusk said:
    - While the writing isn't bad, there are things that pull me out of the world. Seeing a sign mention a modern name for a day of the week is one thing that messed with me, but the biggest offender was Ferrus exclaiming "Jesus Christ on a bike!". Jesus should not be a thing here when you clearly have a more fictional religious lore with the goddess.
    I agree with Sword_of_Dusk on this one.:esrs:

    Random Encounters always drive me crazy, while the combat is so good, and makes the world feel empty, for the dungeon part that is.
  15. Decided to play your game for the Feedback Festival!

    Pros
    -Overall, the presentation is really nice. Everything looks good.

    -Ferrus is cool. I like Ferrus.

    -The intro is well paced, and adds a bit of mystery right away, which is nice.

    Cons
    -The healing spell felt underpowered. The basic potions heal you to max, and even if you boost the healing skill, it still feels a bit weak, and not worth using over the attacking skills.

    -A few typos.(On Ferrus' Inspiration skill, turns is spelled as turs.)

    -Not a huge fan of the break/boost system, but I can imagine it becoming a bit more interesting once you get more skills/party members.

    Other Stuff
    -I decided to translate the binary code lol. ;)

    -While I do like that there's dialogue for clicking on stuff, I'm not sure how I feel about gaining stats for that...

    Overall, I thought the demo was pretty solid, and I wishlisted it on Steam. Good luck, and success will be yours!