MV - Verloren [Chapter 1-4 available]

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Started by Fortunastreet 16 posts View original ↗

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    Synopsis.png

    Angel is an ordinary student, studying at an ordinary magic college, having ordinary dreams, and going through an ordinary day. Well, as ordinary as the day of the biennial competition organised by her secondary school can be. And as long as no one interferes with the programme...

    Verloren is a JRPG with some influence from visual novels. It features strategic battles which encourage you to try smarter rather than stronger, tricky puzzles, gambling-style mini-games and full CG illustrations.


    Spoiler
    Verloren chronicles the story of Angel, a final year student at a magical secondary school known as the Tower of Knowledge. She lives at the top of said school, with her father who teaches there. Tonight the Tower of Knowledge organises an important competition, and Angel is determined to use the opportunity to prove herself. Her task will not be easy, as the school has two other very talented students who will be on rival teams. But she can count on the help of her two friends and fellow students, Edwin and Flora. The first chapter of the game covers Angel's preparation to the event, as well as the challenges she and her team face during the competition.

    In the next chapters, Angel learns that her mother, whom she never knew, is still alive and that she wants to meet her in person. Angel and her father set off on a long trip across the continent to meet her. During this journey, she will learn her first responsibilities as a young adult, face great dangers, visit numerous places she has never seen before, meet wonderful people and maybe even find love.


    Key features.png

    -15 hours of gameplay, 23 with all the side content
    -16 VN-style illustrations
    -Different outfits for all playable characters
    -Extensive CTB (Conditional Turn Battle) combat system
    -Bosses that will require you to use your cunning
    -6 difficulty levels
    -A bar for the random encounters, which can be turned off at will
    -Lots of skills to learn
    -Bonus dungeons and quests
    -Tons of secrets to unearth, with an achievement system to reference them
    -Lots of mini-games


    Screenshots.png

    Spoiler
    AngelGrowingUp.png

    Combat-gif-full-resolution.gif

    Menu-V2-E.png

    Plains-gif-full-resolution.gif

    Cards V2.png

    Characters.png

    Spoiler
    Characters.png
    Characters2.png

    Download link.png

    Download it now on Itch.

    Credits.png

    Spoiler
    == Development ==
    Fortunastreet

    == Engine + all categories: ==
    Gotcha Gotcha Games Inc., Kadokawa, Enterbrain, Degica...

    == Special thanks ==
    Agame
    Bob_Lie_
    Franz Pantalon
    Gabhungha
    high_taxes
    Isian
    Kuroonist
    Milnuit/Aseod
    Solarius
    Sutefu
    TheGamedawg
    Zephyrsword
    You, the player

    == Illustrations/Busts: ==
    ZedT

    == Graphics: ==
    The VIPs:
    Andy Chen aka, hadecynn (animations)
    Avery (icons, tilesets, characters, character generator)
    Hiddeone (tilesets, characters, character generator)
    Milnuit/Aseod (pictures, icons,...)
    Pandamaru (tilesets, characters)
    REFMAP (tilesets, characters)
    ShadowHawkDragon (battlers)
    Seventy-three Yuki's Atelier (https://nanamiyuki.com/) (background, pictures)
    Whtdragon (tilesets, characters, icons, character generator)

    Thanks also to:
    162 (tilesets - temple entrances)
    Armymonkey (tilesets - traces de sang)
    Astarotte (characters - roulette)
    Ayene Chan (tilesets - paintings)
    Beaconsmite (weapons - rifle)
    BGSpot (background)
    Bokou (character generator)
    byBibo (battlers)
    Caitlin (character - secret passage)
    Celianna (tileset - strawberries)
    Corwin ZX (character generator)
    Crazy_Leen (characters - animated clocks)
    Cvrtis (characters - jail door, dark goddess with glowing orb)
    Cyanide (tilesets - sink, intro window)
    Daciel (character generator)
    Dainiri Art (Game over)
    Derex (character generator)
    Dragoonwys (window skin, character generator, tilesets - archery targets)
    Eric Matyas (images - paper)
    Fortunastreet
    Fuffydud (tileset)
    Gee-kun-soft (character generator)
    Guardinthena (tilesets, characters)
    Haydeos (character: maid behavior)
    IceKun (character generator)
    Indrah (tileset - cabinet profile view, earth dungeon, big doors)
    Kal Kally (character generator)
    Kinakonaki (tilesets - MZ rtp recolored)
    Laa Tahzan Itoon (illustration: loading screen)
    LadyBaskerville (battleback - forest + lake)
    Lady Luck (tileset - carte du monde)
    Lemongreen (battleback - gothic castle edited)
    Leonid Deburger (cursor)
    Maigmemple (character generator)
    Mesajia (character generator)
    Metsss (tilesets - magic school)
    Miguelitojimz (weapons - throwing dagger)
    Minikle (backgrounds)
    Moghunter (weather)
    Mon (character generator)
    Moooty (character generator)
    NuraRay (tilesets - swamp)
    Pearl (character generator)
    Petschko (tilesets, system - pebbles, aureole state)
    Razak (characters - animals)
    Retiranatisu (tilesets, characters - beds, elite phantom)
    Rhino (character generator)
    Robert Pinero (battlers)
    Ruruga (imgages - busts, system)
    Schnecke (pictures - playing cards design)
    sebbrivera (illustrations)
    SkottyTV (window skin)
    SmashArtist (character generator)
    Starbird (tileset - world map)
    Sunhihi (character generator)
    Sythian Bard (tilesets - world map)
    The Infamous Bon Bon (system - states)
    TheRealFusion (characters, tilesets - royal tileset)
    Tomono Soft (background images)
    Tonbi (tilesets - small jail door)
    ViktorRocha (character generator)
    Whitewitchworks (tileset - paintings)
    Xira (character generator)
    Yanfly (icons, weapons)
    Ækashics (http://www.akashics.moe/ - battlers, characters)

    == Non-standard fonts ==
    'Final Fantasy Font' by Juan Pablo Reyes Altamirano
    'BankGothic Bold' by Morris Fuller Benton

    == Plugins: ==
    Aesica
    Fortunastreet
    Galv
    姫HimeWorks
    Moghunter
    Saucer
    Shaz
    SMO
    SumRndmDde
    Takeya Kimura
    Terrax + All Community_Lighting staff: iVillain, Aesica, Eliaquim, Alexandre, Nekohime1989
    Tonbi
    Tor Damian Design
    Trb
    Yanfly
    Yoji Ojima
    Zalerinian

    == Musics: ==
    Aaron Krogh
    Bittersweet Entertainment
    Darren Curtis
    Dragonic Symphony (https://d-symphony.com/index.html)
    Eric Matyas (www.soundimage.org)
    Hobby Atelier Carrot Wine
    Intelligentsia
    IT.XX
    Jeremiah George
    Joel Steudler
    Joshua Curtis
    Karugamo Fantasy
    Kensei
    Kazuki Kaneko (https://kazuki-kaneko-music.com/)
    LUShvalley Sound
    M-Art (https://mart.kitunebi.com/index.html)
    Megan Murphy
    Minstrel's treasure (https://takedtm.web.fc2.com/en/index.html)
    MoonWind (https://moonwind.pw/material_sound_mp3.html)
    Murray Atkinson
    Ontama (https://ontama-m.com/)
    Panda-clip (https://panda-clip.com/)
    Patrick de Arteaga
    Peritune (https://peritune.com/)
    Potion audio
    RemanolD (https://enikaitashiro.com/)
    Scythuz
    Subaru
    Sumi (https://contrart.work/)
    TheoAllen
    Wingless Seraph (https://wingless-seraph.net/)

    Rpg maker saga
    Pixabay
  2. Nice art work. (judging from the screenshots)

    Can you tell me a bit about the title? Because, well, Verloren is the Dutch word for Lost. As in "I lost my keys" or "I feel lost". But I noticed the game is in English, and your main language is French... So I guess that it isn't a Dutch title.
  3. JohnDoeNews said:
    Nice art work. (judging from the screenshots)

    Can you tell me a bit about the title? Because, well, Verloren is the Dutch word for Lost. As in "I lost my keys" or "I feel lost". But I noticed the game is in English, and your main language is French... So I guess that it isn't a Dutch title.

    It is actually German ("verloren" also means "lost" in German).
    The title describes the protagonist's state of mind at a certain point in the story. Since her mother tongue is German, I thought it would make more sense for her to say herself "Ich bin verloren." rather than "I'm lost.".
  4. I'm covering Verloren today because I wanted to see how this game changed since the early days when @TheAM-Dol covered it on his stream. It's been a while and my memory is quite fuzzy.

    The Feedback Festival helped push me to make this review, as well as the fact you had just put out a new release @Fortunastreet.

    I spent three hours (maybe more, I lost track of time) to get the most complete opinion I could.

    --

    Verloren Review
    + Cool title screen and music, even if the title screen is very... Final Fantasy of you.

    + Very good, you have keyboard config... and even gamepad configuration! Wow.

    + Oh, you have a full CG of your little faerie character. Kinda glad to see that's in the actual game. In fact, I'm pleasantly surprised at all of the full-screen CGs that depict the characters.

    + I do like how the background changes when you use certain attacks.

    + I do like the full screen CG used to show off Angel's growth. The original art that isn't the RTP is actually quite nice. Plus, it's really neat how the costume you choose changes all of her appearance, instead of just her portrait. Waynee's Equip Eval?

    + Oh nice, you have the function for Mog's menu scene where it scrolls around to the other side.

    + The ability to hotkey-summon certain menus is very cool. Especially the function to summon the quest journal if you're stuck or just want to change to another mission.

    + I do like how the music can change moving room-to-room.

    + The In Battle Enemy Status is the coolest plugin I've seen in a while. It's just so useful.

    + The fact characters make faces when damaged or under a status is cool. This isn't the Moghunter version though, is it? Because I notice you still have Yanfly's Battle Window intact.

    + The status resistance / status vulnerability thing is actually pretty cool. Get hit with a status, become resistant to it. If you whiff, the target becomes more vulnerable. (That said, I can't help but imagine how this could be abused.)

    + The effort to show the player mechanics via demonstrative screenshots is good.

    + The map of the world shown by that one weird professor is neat, including the little indicator that tells us where exactly we are in it.

    + Very nice that you have encounters be guaranteed escapes. There really is no point to having "failure rates" to escape, since it doesn't really add anything of value to a fight.

    + The animated enemies are super cool, even though I'm pretty sure I've seen these guys before in the RTP or Dragonbones.

    + The skill learning system is pretty neat, even though it feels like you're thrown so many potential skills to use at the start and so little points to buy them with.

    + The bridge summoning animations in the dungeon are cool. Also cool is that the chandelier actually has a shadow underneath it so it isn't just arbitrarily a block of metal over the characters' heads.

    + Nice detail that Edwin won't go into the ladies room for that one sidequest.

    + The manual that keeps track of all the tutorial information is pretty sick! I'd like to see this more in other games. It's also pretty comprehensive, which I can imagine took a lot of effort to compile.

    + I do like that you allow the player to skip the "talking with the NPCs" section by letting them sit on the orange circle.

    + The first puzzle room is neat, even if it is a little cheap that part of the solution is hidden.

    + The bar that changes color to indicate how close you are to triggering a random encounter is pretty cool. If you're gonna have random encounters in your RPG, you should have something like this.

    + The cannibox being like "You again!?" if you talk to it after killing it is a pretty funny bit. Also, the blood right in front of it is a good visual cue that it's not normal.

    + I like the small detail of the key actually going into the keyhole in the school dungeon. That's an Avery asset, last I remember.

    + The Phantom Camille fight where you have to answer her name correctly and buy something from her or you trigger a fight is very clever. Too bad the actual enemies you fight are dead simple to overcome.

    + Glad to see that Poison doesn't persist outside of battle.

    + "Grimoire wins by KO. Wait what?" is the most delightful pre-fight dialogue I've seen in a while.

    + Despite my gripes with the Scan skill taking up a turn, I do like that you get text based on the enemy you're scanning.

    + The flaming statue when you find all goddess statues is pretty cool.

    + Cynthia's expanding globe animation was kinda sick, not gonna lie. How'd you do that?

    + The lil story moment when Cynthia scans your characters just to get an edge on you is actually very clever. Gives me an idea, actually. Stealing her item is also a very cool way to end the battle without having to drain her HP (which I was going to do until I realized I could steal her Wonders. The fact you get 500 EXP like if you defeated her normally is very rewarding!)

    + Likewise, like how that punchy guy (forgot his name) will have a strength debuff when you steal his stuff but he won't give up anywhere as easily.

    = In recent years, I've kind of gotten over having to pick difficulties for a turn-based JRPG. Since it's a huge decision made at the start of an experience, before you even know what the game is like. (I picked Classic difficulty, just to have an "intended experience".)

    This isn't a con because it's not something I have against your game specifically, but it IS an observation. I'm far more on the "put in a slider that you can activate to make the game harder than normal, but not easier" side.

    = Interesting. The game pauses when you click out of the screen.

    = Oh. You have that Yanfly plugin that shows you the list of all the "Show Text" event dialogue.

    = Black, White and Gray magic? ... THUNDAGA?! Ultima!? We sure this isn't just Final Fantasy? :guffaw:

    = Question. Why are there ghosts inside of our cellar? For that matter, why is there a casino in this school? What the hell is going on here? :kaoback:

    = The maps are... functional. They have a lot of things in them, but they're not very impressive visually due to looking like the usual blocky RTP maps.

    = Why do the doors in the dormitory have green text?

    = Oh, monstrocards is Triple Triad.

    = Very niche complaint (that isn't a con, just a nitpick), but I don't see the point of having pre-made pictures for controls in a game where you can change your keybinds.

    = How do you not notice that 20 hours have passed, David?

    = Strange how you have the Snatch function as a separate ability from actual stealing and modified to only show the drops and not actually steal.

    +/- Oooh, you can change equipment in the middle of combat... but you need to do so by clicking Item... and you can only change your weapon. Hmm.

    +/- Partial credit for using custom confirm and buzzer SFX, but you still have RTP sounds when just moving the cursor around and in general. You really should go all the way if you're going to replace the sound effects.

    - (!!) Oh no, why would you have the feature where you can turn off random encounters via an option in your menu? I don't think being able to turn off an entire part of the game is good design, so I kept it on at 100% to see how the game would function as a normal JRPG.

    - Your options aren't configured when you're asking if the player wants to activate the tutorials. The cursor doesn't start on yes or no, only doing so when I move the button. The same thing happens on every single follow up question, yet the "Do you want to save" prompt works normally?

    Instances when it keeps happening:
    * It also happens when talking to Cynthia.
    * At the start of the "sneaking on the director" cutscene.
    * With the lone sleeping grimoire.
    * When you have to pick the liar with the Illusion!Director.
    * When David asks you if you want to go with him to the other side of the continent.

    - Why did you feel the need to show the guards going up empty rooms instead of just having them appear at the top of the tower? That felt like padding. (I didn't even hear the noise that one guy was talking about.)

    - (!!!) I like that you want to have this be an exciting opening, but the automation is INSANE. This is such a railroaded experience that it feels like I'm watching a movie, and with RPG Maker games that is not a good thing. You threw me into what, like three fights, and only one of them was a tutorial where you forced me to use exact options.

    It doesn't help that the actual storytelling being done here is quite vague. In-media res type introductions are rarely done well because you really have to know how to write exciting scenarios without having to provide context.

    Here's the important things we learn: Helen is a traitor. She knocks out some guards, and stole a baby. That baby is our main character. That's all we learn from that intro, despite the (likely more than) 15+ minute length of the cutscene.

    - (!) That Fan of Knives move you had Helen use on that one guard is beyond silly. It's not empowering because I'm not unleashing it as a player after having built up my resources in the heat of combat, and as a story moment it feels extremely excessive for just a random guard.

    I guess it's supposed to be a moment where you're showing off your action sequencing skills, but these super excessive 15+ hit combo moves are never impressive to me, since they feel indulgent more than anything else.

    - Typo: "Your dearest father thought to enrol your name"

    - Another issue I have is that the dialogue is very... verbose. Characters go back and forth blabbing to each other about this and that, but a lot of it tends to just be filler for the sake of conversation instead of meaningful content.

    Like the conversation with Angel's dad(?) when you first get control of your character.

    Example 2: The two random NPC girls you can talk to in the cafeteria.

    - Not a fan of how the Gab Window covers character dialogue due to the fact all of your Show Text events are at the top of the screen.

    - "I feel we have something that will interest you... interest you very much" feels very awkward as a sentence.

    - I'm not sure how to feel about the "blondie" joke because... are there no mirrors in this school? Has Angel never seen how she looks like? It's supposed to be funny but it doesn't land in a way that makes sense.

    - Strange how you need to press a button to make the invisible show text box go away when full screen CGs pop up.

    - Extremely minor quibble, but it's weird how Sandra and Angel don't face each other when they're talking to each other.

    - (!) The game has pretty poor signposting due to how large this school is. I can see your players getting very lost if they forget they have a quest journal that tells them where to go. Also thank god for those teleporters too.

    (Though it seems that the teleporters don't activate plot triggers?)

    - (!!!) Combat is... there's an attempt to dissuade spamming normal attack through all of the systems in place, but I still have quite a few issues with it.

    #1: Combat with regular enemies is quite brainless. This largely stems from the fact that you can't control the strength of random encounters like you can with visual on-map ones, but you really just smack enemies with their weakness and that's about it.

    Like using magic on ghosts and ranged attacks on the faeries is a good idea, but it is dead simple to just spam Nova to wipe all the ghosts out and to never use any weapon for Angel that isn't the bow. It feels mechanical after a while.

    #2: The Cannibox miniboss, even though you can't really game-over, is still pretty frustrating. It seems a bit too early in the game to throw an enemy that has two actions + immediately Dooms one of your party members without a way to properly counter it. I found that incredibly cheap even though you have access to an ability to cure Doom, and I'm not tempted to grind levels just to beat it.

    I would use the Cannibox as a way to emphasize the best of the combat's intricacies as the first boss in the game, especially since you've pushed the player down here through all of the signposting.

    (It should also be stated that with three people and the one you're forced to fight in the School Dungeon, it was much simpler.)

    #3: The fact your Heal ability on both characters restores such an extreme amount of HP for such a low cost. It turns the potential resource burn of the simple combat into a complete non-issue, especially if you choose to run away or worse, turn the encounter rate to 0% so you don't even get fights to begin with. Just run all the way back to a healing spot for free.

    For reference, a single Ether restores 100 MP. That's ten Heals since Heal costs 10 MP, with a single heal being 120 HP (a potion heals 200). Seems pretty unbalanced to me.

    That, and the full heal glowies that are all over the place. (Do not just tell me that you just don't place any of them in tougher dungeons, because that's not a good fix.)

    - Oh no, why would you give your enemies healing skills that they can activate at random? If it weren't for the fact these Students also randomly run away, that would cause migraines on end for your players.

    - (!!) Very strange of you to just randomly throw miniboss encounters complete with tutorial on the player just because they wanted to interact with the sparkly in the environment that is no different than any of the other sparklies you've incentivized the player to interact with.

    Like come on. (Good thing you can run away and that the actual grimoires themselves are baby easy to defeat... provided they don't randomly spam Vampire to heal themselves indefinitely and Chaos to just kneecap your players!)

    - (!!!) The Death Lord fight sucked. As cool as his regen mechanic is where he heals from poison while dealing damage to you, it's also the main issue I have with the fight. So you're telling me you're pitting Angel up against a boss that can both heal himself for massive amounts (216!) and he can whittle you down with the same poison effect he recovers from.

    It's a tedious process to begin with, and I was only able to pass thanks to the Life Elixir instantly killing him... which I was lucky to find to begin with. I dunno what you wanted me to do, but that was one boss I was happy to find a shortcut for.

    - Wait. So you're telling me that if Angel didn't have an instant kill protection passive, she would have instantly lost against the death lord round 1 and rendered our journey useless? You're a bit too cheeky for your own good. (Especially since you already taught the player about passives earlier.)

    - (!!!) Oh. Cool. 20k HP unwinnable vampire boss. Oh, and you gave me a god sword to beat him. Alright. Guess we'll win now, just because you said we can now.

    (No. Seriously. What is happening. Is this supposed to be an "epic RPG moment"? Why is this unstoppable god weapon even down here? Weren't we supposed to be doing a trial for school? The heck.

    Oh, it was part of the test. But... still.

    If it was always going to be an unwinnable boss, why even waste my time fighting?)

    - Never liked how abilities like Analyze/Scan takes up a turn. Wasting turns just to obtain information doesn't make for exciting gameplay, and it's why you see people making abilities like this a free action nowadays.

    (There is a detail I do like from a worldbuilding angle that unscanned enemies have their stats show up as "???" if you don't scan them.)

    - (!!) An entire hour has passed since the auto-play intro (I've timed it, and even went out of my way to time it properly by pausing it when I have to write down comments).

    I am astonished at how nothing of interest has happened in such a large span of time. It's been no-stakes middling fantasy school drama, largely bland tutorials (though I do like you don't throw every mechanic into the first fight), one tough optional fight and tons of meaningless back-and-forth between nameless students and the teachers.

    Typically, a sound piece of advice is to catch your players' attention with a big incident quickly or to let them roam freely as soon as the game starts, something the intro didn't really accomplish due to how on-rails it was and something the game starting at the academy didn't accomplish due to how confusing the layout is.

    It doesn't feel like the story is going anywhere any time soon, is what I'm saying.

    - The characters themselves are also just... kind of bland? There's an attempt to make Angel sassy and Edwin be a brooding neglected rich kid, but other than that everyone just fulfills their archetype. The sheer amount of dialogue they spew also muddies that a bit.

    - Hmm. Finally got to something somewhat interesting with David and the dream sequence Angel had with the mysterious villain, but it still feels off to me. It feels like these are things that should have showed up far earlier.

    - (!!!) The dungeon design in the area where you find the Rusty Key really bothered me. I was scouring that specific map for a few minutes trying to see if there was anything of value in there. There was a red goddess statue that you could mess with, and I thought that would lead to something more significant.

    But nope. What you have to do is leave that room entirely after you kill the Cannibox (which is also directly in front of you), which feels extremely clunky. If the Cannibox was at the end of the room and you had to mess with the goddess statues then, that would make more sense.

    Oh wait. You HAVE to activate all SEVEN unlit goddess statues. But only the ones holding orbs.

    Something you wouldn't even know to do unless you chose to ask the Illusion!Camille for hints. Which would also land you in an inescapable fight if you get her name wrong. That is extremely cryptic, even if the point is to make the player "think about the layout" of the dungeon.

    - I hate teleporter mazes. Even when you give the answer through this picture, it's like... this is just padding. The hidden tiles that teleport you despite following the maze to the letter are just insulting, like... enough already. Just let me through.

    - I had no idea what I was doing with the stairs puzzle, I just kind of brute forced it until it led me to the next place.

    - This dungeon never ends, my goodness. This genuinely feels like two dungeons mashed together.

    Verloren is a game with a lot of cool things in it (the passive system, the indicator for random encounters, In Battle Enemy Status, the manual, the effort to have screenshots show the mechanics, etc.), as well as a combat system that tries to be a bit more robust than the usual RPG Maker fare.

    But my goodness, it was thoroughly exhausting. The intro where you barely do anything but watch someone steal the child that becomes our protagonist should have been somewhat exciting, but the lack of buildup and how it was completely automated made me wonder why I was even playing.

    Then we get into the actual game itself with Angel.

    The game spends so much time meandering -
    * NPCs that talk a lot but rarely say anything truly interesting
    * lack of a proper hook to explain why we should care about the protagonist's journey (there was almost something with David and Angel's dream, but that's hardly focused on)
    * Cryptic, labyrinthine map design (Not gonna mention how random encounters can slow it down, since I've already made my peace on being able to disable them)
    * And several other little things that kept building up

    The small victories like the funny bits between the characters and monsters were cute, but they were often rare and buried beneath the rest of the game.

    I dunno, it just feels like the game kept going in circles for the entire time I played it, which didn't encourage me to keep going further, even if I did find the time to play it again.

    I'm not trying to poop on Verloren, sincerely, but these are just my honest thoughts as I was playing. It is clear there is an incredible amount of love and effort here, but there were also a lot of questionable decisions (the teleport maze will never not make me upset, even after knowing the gimmick) that held the experience down for me.
  5. Howdy, I also played your game for Feedback Festival.

    Feedback
    I have to agree with RCXGaming's feedback. I played for a little over 2 hours before a IRL power outage prevented me from playing. I was fixing to enter the basement area when it happened. So my playthrough was cut short there.

    I like the intro, it has intrigue, action, and a bit of mystery. I will say it's odd that Helen is doing all this fighting and flipping around with a baby. Speaking of, is the baby in her inventory, hanging on for dear life or what? Helen's multi hit skill was just too much and kind of repetitive. Then when the story opens with Angel at the school, the pacing comes to a complete hault. I get that we, the player, need a chance to slow down and catch up on what's going on, but it feels like it goes from one extreme to another. Once we're in the school, everything just kind of meanders and losses any sense of urgency. The mystery and intrigue from the intro will only carry us so far before our interest begins to falter. So personally, I would try to make the opening school area snapper and slightly faster paced.

    Gambling/casino in a school is bonkers. It feels unnatural and a contrived way of inserting mini games. It feels like there's a disconnect between your intended gameplay loop and gambling mini games. The mini games were nicely done although some of the interfaces were a little clunky such as roulette and poker. I really enjoyed Triple Triad and even though I'm not much of a card collector type game player, I had a lot of fun and thought it was done very well.

    Maps are okay. I know schools are big and boxy so it's expected for the maps to be this way but I feel like they were too big and boxy, if that makes any sense. I'm also not a huge fan of interacting with every tile to find hidden loot and lore but I did like that you gave us the option of not reading the (long) lore books.

    Battles were okay. The tutorials can be a little in the way. I know there's a lot going on to have to explain but maybe everything doesn't need be explained or unveil systems more gradually as the game progresses. Maybe start with super easy battles and let the player experiment more and discover some of the systems in a more natural way. I like the enemy analyze skill and using the backlog button to pull it back up but it feels un-intuitive. Maybe an icon or something in the corner of the screen to remind player of the option. The amount of information from analyze also feels overwhelming (what do all these icons mean). The weapon swap being under items also feels un-intuitive as well but a cool system none the less.

    Menus are nice and I love the manual being accessible from the menu. I like how the busts and sprites change with costumes, it's a nice touch. What I don't like about some of the menus is the very "busy" background pictures. It can make reading the menus harder than it needs to be. For example, one background is of a night sky with stars but the text and numbers are nearly the same white so it appears cluttered at a glance.

    Over all you have a lot of nice systems at work here, but there in lies the problem, there's a lot of them. Card collecting, weapon swapping, skill learning, job/class system, weakness/resistance, costumes, gambling, etc. It's just a lot for the player to keep track of, at least so early in the game. I don't know if the game does this later on, but I thoroughly enjoyed your version of Triple Triad and card collecting and would like to see the game lean more into that aspect of it.

    Good job and good luck!
  6. Guess I'm the third person to leave feedback today.

    Spoiler
    I played for a about 50 minutes. I stopped playing after dying in the first dungeon during the mage exam or whatever.

    The title screen was interesting, had some nice music.
    I will say, it's a pet peave to include a bunch of difficulty settings at the beginning, but at least you included an "intended" option.
    The sword cursor was cool too.

    The intro started out with some action, which was nice. However, I do wish I had control over my character.
    There was also a lot of just walking around and what felt like filler dialogue. Could use some editing.
    Some of the action sequences were insanely long. Especially since it was just RTP sound effects and animations, they could use some editing.

    The part where the blonde thief is laughing was a bit weird, given the clown-esque music and million "ha"s.

    The custom art was really nice. It fit the rest of the game well and looked professional.

    There was some nice use of camera work, which is rare for RM games. I would suggest expanding on that and using more when needed.

    Dialogue was fine, but it felt very stiff. There weren't really any technical issues (spelling and grammatical errors, generally weird sounding sentences), but it was just a bit boring.
    None of the characters were particularly interesting people and felt very 1 dimensional. There was a ton of unnecessary dialogue as well. After about 20 minutes, I started skimming it.

    I know you start out in the academy, but I really didn't get a sense of the world. It was kinda medieval fantasy, but some people were wearing business suits. That was really the only modern
    thing there. I'm a huge fan of "fantastical stuff in modern day that isn't just scifi", so I'd love to see that idea expanded. From what I saw, the setting just felt like "RTP".

    The menu was nice, and having a quest log was a lifesaver.

    I really liked the cosmetics. I only got one, but I'm a sucker for that sort of thing.

    The loading screen art was super cute.

    I noticed that pretty much every character aside for the protagonist and her father looked kind of the same: Black hair with a black suit. The only person who stood out was your other mage friend,
    because at least she had the neck ruffle and twin braids. I understand that you want there to be a sense of uniformity, as it is a school, but there are ways to make characters stand out.
    A great example would be Chainsaw Man. (Pretty much) all the devil hunters wear a black suit and tie, but by mixing up hair, facial hair, eyes, hair accessories, scars, etc you can instantly tell
    who's who.

    There were some awkward song transitions at the casino. It restarted the song every time you walked out of the room.

    The style team conversation was not funny and felt like it was trying too hard.

    The combat was okay. The cellar dungeon was frustrating because I used my scan ability, but the rats were weak to fire, an element I didn't have. I just resorted to spamming attack.
    It felt like it lacked a bit of direction, although take that with a grain of salt because I do not usually play traditional turn based games.

    I quit after I died because I didn't have that feeling of "Ohhhhh I messed up, I should have done X". That combined with the fact that I was already exhausted from getting through all of the story,
    I just didn't feel like playing anymore. While the intro starts off strong, it slows down so much afterword, that I ran out of gas. Especially since all of the interesting things happened to a different
    character than I was playing as...I just didn't have any interest in seeing how things would turn out.
  7. See one, two, three mails notifications? What is going on? :kaoswt:

    Well, that is a lot of feedback @RCXGaming, thank you a lot. There are some very interesting points here. The least I can do is to answer your question right away. If you don't mind, I would happily take up a slot in your conversation screen, as I have a lot to ask you about.
    RCXGaming said:
    Waynee's Equip Eval? => I don't have there reference, sorry. It is a plugin?

    This isn't the Moghunter version though, is it? => All the costumes stuff is custom plugins.

    Cynthia's expanding globe animation was kinda sick, not gonna lie. How'd you do that? => it is a regular animation, all frames are a progressively expanding circle

    Black, White and Gray magic? ... THUNDAGA?! Ultima!? We sure this isn't just Final Fantasy? => I started the final fantasy train at number 7, so the gray magic is more a happy accident, but otherwise a few spells'/tomes' names are references, not only to final fantasy.

    Question. Why are there ghosts inside of our cellar? For that matter, why is there a casino in this school? What the hell is going on here? => 1: to train the students 2: to reduce the school entry fee 3: just business as usual :ewink:

    Why do the doors in the dormitory have green text? => For the same reason the defeated cannibox text is red. :rwink:

    How do you not notice that 20 hours have passed, David? => I need more context for that one, I don't think there is that much of a timegap at some point in chapter 1.

    Oh no, why would you have the feature where you can turn off random encounters via an option in your menu? => For looking for something you missed without being distracted by the battles?

    Your options aren't configured when you're asking if the player wants to activate the tutorials. The cursor doesn't start on yes or no, only doing so when I move the button. The same thing happens on every single follow up question, yet the "Do you want to save" prompt works normally? => It is done on purpose, they are usually choice with small or big consequences, and I don't want the player to answer the default option by accident. I will look at your list to see if there are some where it is unnecessary.

    Why did you feel the need to show the guards going up empty rooms instead of just having them appear at the top of the tower? =>Honestly, I don't remember. *Takes note

    I'm not sure how to feel about the "blondie" joke because... are there no mirrors in this school? Has Angel never seen how she looks like? => It is more

    (Though it seems that the teleporters don't activate plot triggers?) => Teleporters do trigger plot triggers; however not all rooms can trigger plot triggers.

    Oh no, why would you give your enemies healing skills that they can activate at random? => They are humans, they too can spam healing spells ^^.

    Wait. So you're telling me that if Angel didn't have an instant kill protection passive, she would have instantly lost against the death lord round 1 and rendered our journey useless? => She still would have had 50% chance of dodging the death roll. More seriously, maybe I should think about making that tutorial less in the face.



    Thank you for the second advice @Slaughty , glad someone had fun with the triple triad, as usually people just ignore it at least until later in the game. I take notes for the background of the status window (I guess it was that one you described?).

    Slaughty said:
    Menus are nice and I love the manual being accessible from the menu. I like how the busts and sprites change with costumes, it's a nice touch. What I don't like about some of the menus is the very "busy" background pictures. It can make reading the menus harder than it needs to be. For example, one background is of a night sky with stars but the text and numbers are nearly the same white so it appears cluttered at a glance.


    Question: which other menu background do you feel impeded visibility so much that they would deserve to be changed?



    Thanks for trying even if it wasn't your cup of tea, @TRIDIUM .

    TRIDIUM said:
    I played for a about 50 minutes. I stopped playing after dying in the first dungeon during the mage exam or whatever.

    I quit after I died because I didn't have that feeling of "Ohhhhh I messed up, I should have done X". That combined with the fact that I was already exhausted from getting through all of the story,
    I just didn't feel like playing anymore. While the intro starts off strong, it slows down so much afterword, that I ran out of gas. Especially since all of the interesting things happened to a different
    character than I was playing as...I just didn't have any interest in seeing how things would turn out.

    I have one important question concerning your quitting point: what enemy group was it exactly? The one with 3 wind spirits?
  8. Fortunastreet said:
    I have one important question concerning your quitting point: what enemy group was it exactly? The one with 3 wind spirits?
    I think it was a spirit and a rock dude, if I remember correctly
  9. TRIDIUM said:
    I think it was a spirit and a rock dude, if I remember correctly
    Bonus question: I guess you were playing in classic difficulty?
  10. Yes, I'm very stubborn when it comes to difficulty settings. I like to play the game the way it was intended.
  11. I'd have to boot the game up and double check but yes, I think it was the status menu. Would be cool to see some more of the custom character art in its place and maybe positioned where it is not behind the text and stuff.
  12. Fortunastreet said:
    See one, two, three mails notifications? What is going on? :kaoswt:

    You're popular! :kaoluv:

    Fortunastreet said:
    Well, that is a lot of feedback @RCXGaming, thank you a lot. There are some very interesting points here. The least I can do is to answer your question right away. If you don't mind, I would happily take up a slot in your conversation screen, as I have a lot to ask you about.

    I played as much as I did so you could have the most complete opinion I could give you. :)

    Anyhow:

    Response
    Waynee's Equip Eval? => I don't have there reference, sorry. It is a plugin?

    Second plugin in this setup.

    I ask because it seemed to do the same thing.

    This isn't the Moghunter version though, is it? => All the costumes stuff is custom plugins.

    Oh, interesting. I was wondering, because I've seen people use Moghunter's menu scene plugin to change the character portrait sprites using states or something.

    Cynthia's expanding globe animation was kinda sick, not gonna lie. How'd you do that? => it is a regular animation, all frames are a progressively expanding circle

    Oh really? Huh. Pretty clever, then.

    Black, White and Gray magic? ... THUNDAGA?! Ultima!? We sure this isn't just Final Fantasy? => I started the final fantasy train at number 7, so the gray magic is more a happy accident, but otherwise a few spells'/tomes' names are references, not only to final fantasy.

    I noticed the Apocalypse tome. I'm just making fun, hence why it wasn't a con. :kaothx:

    Question. Why are there ghosts inside of our cellar? For that matter, why is there a casino in this school? What the hell is going on here? => 1: to train the students 2: to reduce the school entry fee 3: just business as usual :ewink:

    ... I mean, I guess? It's just odd there's no real explanation for it in the actual game, and raises more odd questions like "why do the faculty keep the spirits of actual dead people around to train their students? Pretty sure this isn't ethical, lmao."

    The casino bit is just kind of silly.

    Why do the doors in the dormitory have green text? => For the same reason the defeated cannibox text is red. :rwink:

    Uh... okay?

    How do you not notice that 20 hours have passed, David? => I need more context for that one, I don't think there is that much of a timegap at some point in chapter 1.

    It was an off hand remark he made while discussing with the director. Like "oh we spent so much fun talking to each other, I didn't notice 20 hours had passed" which is quite a large gap of time.

    Oh no, why would you have the feature where you can turn off random encounters via an option in your menu? => For looking for something you missed without being distracted by the battles?

    Yes. I know. My point is that the current implementation is a lose-lose situation. I played it the intended way where the encounter rate was 100%, like a classic JRPG.

    But there is nothing stopping a player from just turning it off completely and leaving it that way for their entire experience.

    It would make more sense to introduce a Repel item that stops enemies from appearing temporarily than it would be to allow the player to turn it off completely at their own will. Since that way it forces a different kind of gold sink.

    Your options aren't configured when you're asking if the player wants to activate the tutorials. The cursor doesn't start on yes or no, only doing so when I move the button. The same thing happens on every single follow up question, yet the "Do you want to save" prompt works normally? => It is done on purpose, they are usually choice with small or big consequences, and I don't want the player to answer the default option by accident. I will look at your list to see if there are some where it is unnecessary.

    Okay, but. From an outsider's perspective, this decision makes it feel like the choice menus used for these moments are bugged. Not having the cursor appear, even if you don't want the player to pick a "default" option, makes it seem unpolished.

    Besides, trust your player to pick the choice they want. If they don't, then that's their own fault for trying to speed through it by mashing Enter constantly. (Which you shouldn't encourage, by the way.)

    For decisions with "big consequences," add a confirmation step if you're so inclined. (ex. "Are you sure?")

    (Though it seems that the teleporters don't activate plot triggers?) => Teleporters do trigger plot triggers; however not all rooms can trigger plot triggers.

    That makes the progression of the school feel even more confusing, since you have this huge space as it is, yet only parts of it randomly trigger the next plot activation event?

    Oh no, why would you give your enemies healing skills that they can activate at random? => They are humans, they too can spam healing spells ^^.

    If you say so. It just seems like a bad idea to me.

    Wait. So you're telling me that if Angel didn't have an instant kill protection passive, she would have instantly lost against the death lord round 1 and rendered our journey useless? => She still would have had 50% chance of dodging the death roll. More seriously, maybe I should think about making that tutorial less in the face.

    Yeah, it was pretty blatant on the joke.
  13. It is done on purpose, they are usually choice with small or big consequences, and I don't want the player to answer the default option by accident.

    I would suggest (you do what you like with your game) that's a suboptimal approach.

    Why do you think the player would select an option by accident? I should think that could only happen if they're sitting there hitting Enter to skip through things.

    So all you need to do is make sure all the text leading up to that is interesting enough to read, then if a player still chooses not to and hits something by accident, it's their fault - not something you should design your game to accommodate.

    I agree that having no visible cursor when a list appears would look bugged to most people. I've never seen that in a game.
  14. I don't expect many of such mistakes to be made, but I also like the idea as a way to highlight very important choices.