Trying it out now. I'm recording notes as I play so they may not be in any particular order:
- I'm not a fan of scrolling text that makes noise....if you must keep it, maybe make it just a bit quieter. It can get annoying hearing it click away repeatedly.
- Every message box has a 0.5 second delay before I can advance to the next text box. This is especially annoying when exploring houses and checking out the stuff you can interact with. The delay is not necessary, so I'd recommend removing it.
- Dialogue in general has a lot of pauses that last just a bit too long. It really slows the flow down, especially if you can read it fast enough that you're waiting for the next sentence to appear. Pauses are good, but try and adjust the length of them so they feel more natural and don't slow the conversation down too much.
- When you wake up in the bar at 3am, the screen doesn't dim until just after you exit the bar...as in, it's still daylight for 1 second and then the screen tone suddenly changes. There are smoother ways you can do this, namely, altering the screen tone while the screen is faded out (either the black screen before waking up in the bar, or when you force the player to leave the bar and the screen fades out during the screen transition).
- It's 3am...and every NPC that was outside during daytime is still outside saying the same things when it's night time.
- Whoah, upon further exploring of the town...every house is still open for me to explore and shops are still open...it just seems like they should be closed if it's supposed to be 3am. Intentional or an oversight?
- OK found a bug...I entered one of the houses and upon leaving, the screen never fades in....so I'm stuck with a black screen not knowing where I'm moving. It's the house that has that note saying, "Ugh..I can't. I just can't. I can't even." or something like that. I need to restart the game in order to continue...
- enemies have too much HP in the Well. This is the first dungeon of your game, so you don't want enemies being too dangerous or taking too long to defeat.
- I just noticed when equipping a new hat I got in the well, that your arrows in your equip screen appear as boxes. Bad font or something?
- when running away, the game crashes. Script 'Yami Lunatic Reset' line 74: NoMethodError occurred. undefined method `item' for nil:NilClass
- I'm going to stop here because the battles take too long, are very repetitive, and actually threaten me with a Game Over because of how strong a fight against 3 rats or 3 bats can be.
Overall, you should focus on balancing the beginning monsters. They simply have too much HP. As well, I have no reason to use a normal attack right now because Wilfred has his Double Tap skill that does more damage, I have enough MP to spam it every turn, and there's a healing spot in the well so that I really do have infinite MP to spam things. Because of all this spamming, battles are not interesting because aside from me having to keep myself from dying, there's no real strategy. Wilfred uses Double Tap every turn (and misses a lot because of Blind), and George uses Molotov Cocktail every turn except for when he needs to heal. It also takes a LONG time to level to Lv.4 (5+ battles). Maybe it won't be so bad if the battles were faster, so I suggest rebalancing enemy HP first and seeing if that helps.
Thanks for the feed back!
I think I've fixed most of those problems a few weeks ago.
I gave the monsters in the well more HP because someone said that they were too easy.
I was also thinking of raising the mana costs of the skills as another way to balance the game.
The tint delay you mentioned is a bug in the original script of Vlue's Advance Game Time when used with Khas' Light Effects, which I have no idea how to fix without eventing. So for now, I'm just waiting on Vlue to fix it, but if he doesn't anytime soon, I'll have to remove Khas' script.
The NPC's that don't change regarding time was intentional. Most RPG's, like Pokemon for an example, keep most things the same for NPC's in the town. I still haven't added an NPC's that only appear at night yet, just one night event so far.
I've completely revamped the systems right now and am halfway finishing the second "dungeon."
Regarding dialogue, I added a lot of pauses because I was afraid that the reader would accidentally skip the dialogue, but I've removed most of the pauses in non-cutscene events.
Again, thanks for feedback, I really appreciate it.