MV - Wind Ryder (Available on Steam)

● ARCHIVED · READ-ONLY
Started by TESTOSTERONE 370 posts Page 1 of 19 View original ↗

  1. Wind Ryder.jpg
    Get ready to ride the winds of adventure!
    Available Now on Steam!


    Trailer

    Introducing Wind Ryder - the game that takes you on a wild and hilarious journey with our charming hero and his trio of stunning companions!

    ScreenShot_LovebirdsValley_Arwen.jpg


    Join our dashing hero, Ryder, as he teams up with three fabulous ladies to save the world from the reawakened astral goddess. But this quest won't just test their bravery, it'll challenge you not to laugh too!
    Meet Ryder
    Profile_Ryder.png
    ScreenVideo_Ryder_Big.gif


    Meet the stunning and fearless huntress, Anabelle Wind, whose arrows never miss their mark! With her sharp aim and even sharper wit, she'll keep you entertained while taking down enemies!
    Meet Anabelle
    Profile_Anabelle.png
    ScreenVideo_Anabelle_Big.gif


    Next, we have the captivating mage, Arwen Pryor, whose magical prowess is as mesmerizing as her looks! Watch as she unleashes powerful spells and freezes her enemies with a sultry smile!
    Meet Arwen
    Profile_Arwen_New.png
    ScreenVideo_Arwen_Big.gif


    And let's not forget the elegant elven sword master, Prim Moonstar, who dances through battle like a graceful whirlwind! Prepare to be amazed by her lethal swordplay and her unexpected love for cheesy puns!
    Meet Prim
    Profile_Prim.png
    ScreenVideo_Prim_Big.gif

    Together, this dynamic quartet will battle through treacherous dungeons, face hordes of monstrous foes, and unravel the secrets of the astral goddess!
    WindRyder_MainMenu_Promo.jpg

    ScreenShot_WashedAshore_New.jpg
    WindRyder_GrandHall.jpg
    ScreenShot_CanyonBridge.jpg
    ScreenShot_Ryder_ThunderSlash.jpg
    WR_FallhornWoods_After.jpg


    But be prepared for more than just saving the world! With hilarious banter, playful rivalries, and unexpected romances, this game is guaranteed to keep you laughing and swooning! Just look at the things these ladies say!
    ScreenShot_Promote_Anabelle_1.jpg
    ScreenShot_Promote_Arwen_1a.jpg
    ScreenShot_Promote_Prim_1.jpg
    WindRyder_ForestOfLesbians.jpg
    Customize your party, unlock their talents, and embark on epic quests as you navigate through the windswept world of Wind Ryder!

    ScreenShot_MenuStatus_New_Arwen.jpg
    ScreenShot_MenuEquip_New_Prim.jpg
    ScreenShot_Victory_Screen1.jpg
    ScreenShot_LevelUp.jpg
    WindRyder_ShoppingMenu.jpg

    Are you prepared to soar through the skies, save the world, and maybe even find love along the way? Wind Ryder (part 1) is now out on Steam! So buckle up and get ready to ride the winds of destiny!

    Download now [~1.8 GB] to embark on an adventure of a lifetime!


    Download Windows

    Acknowledgements
    Plugins:
    • Yanfly
    • Moghunter
    • RPG Maker Irina
    • Hime
    • Fallen Angel Olivia
    • Galv
    • Shaz
    • Felski
    • Twings
    • SumRndmDde
    • Hudell
    • Wind Ryder (Alex)
    Mapping:
    • Puffer
    • Miss Nile
    • Plueschkatze
    • Wind Ryder (Alex)
    Battlers:
    • Low (heroes, some enemies)
    • ShadowHawkDragon (enemies)
    Art:
    • lion_space
    • panpan_pratama (promo posters)
    • aurancii (game over screen)
    • Helen (UI component design)
    Voices:
    • Ryder: Symmotree
    • Anabelle: Cleo T.
    • Prim: Milli C.
    • Arwen: Buni K.
    • Ellie: Lunafreyava
    Opening Theme:
    • Wind Ryder (Alex)
    • Jodie Poye (vocals)
    Special Thanks:
    • RpgLord69 (for Ellie and Forest of Lesbians lore)
    • Avery (you're amazing!)
    • Tridium (for playtesting)
    • Flare (for inspiration)
    • Nickr02 (for graduation waltz composition)
    • Dalph (for encouragement)
    • Lars Ulrika (for the laughs and Prim puns)
    • RPG Maker Community
    • YOU (for playing this game)

    Show Your Support
    If you enjoyed the game, think about supporting it and our community by adding a banner of your favorite girl to your signature.
    This game wouldn't be possible without the support and resources from many of the members of our community. Thank you so much!!! :kaoluv:
    WindRyder_SupportBanner_Anabelle.png
    WindRyder_SupportBanner_Arwen.png
    WindRyder_SupportBanner_Prim.png

    Wind Ryder. Get ready for an adventure that will blow you away!
    Actor1_Actor_3_Small.png
  2. I, for one, am really impressed Arwen can manage with only a strapless support garment. Sorry. I’m the worst. I’ll leave. Bye forever!
  3. This looks well put together. And, I'm always looking for reasons to procrastinate on my own game development :yswt: I'll give it a try and get back to you soon with some feedback!
  4. Ms Littlefish said:
    I, for one, am really impressed Arwen can manage with only a strapless support garment. Sorry. I’m the worst. I’ll leave. Bye forever!
    Make that two of us. But hey, if she can rock that strapless support garment, then maybe she's onto something groundbreaking in the world of Middle-earth fashion
  5. Okay, so I played for an hour and a half and I've got some starting feedback here for ya. I'm hungry, so this is it for now haha. I usually play a bit more before giving feedback, but there's a bunch already I hope is useful.
    The Good
    • Nice music choices
    • Cute character bust artwork!
    • Really cute with the goblin flying into the wall haha!
    • I skipped the battle tutorial – totally my own fault – but I like the finisher combo. I assume it happens when an enemy is on low enough HP following an attack?
    • That was a good, cute intro scene. Is the lyrical music yours? Oh, yep, it is! Nice touch
    • Hahah, the dead slimes were a great touch!
    • The Sylvie-Arwen relationship is so cute
    • I like that the on-map sprites will tell me what I’m about to encounter
    • Nice touch with the lil text blurb in the status menu on characters. Especially with Ryder’s telling me my next step
    • Thanks for telling me I’m going the wrong way, but still letting me explore a little bit
    • Exploration actually has rewards - along with a whole lil optional quest!
    The Bad
    • The victory BGM is very loud compared to the rest of the game music, even with volume reduced
    • The in-battle minigame event bar…thing. It’s set underneath the OTB turn display, and looks a lil scrappy
    • Similar to the different art styles I mention in ‘Other’, but this one is a negative in my eyes: your battle HUD and UI is a little messy. The placement of things (point above aside) is just fine. But there’s a lot of different shapes, colours, and textures in the UI you’re using that can be distracting and hard to see. I think the biggest offender to me is the blue-ish choice box UI. While the rest of the HUD is sleek gauges with transparency, this is a big texture change, if that makes sense.
      Your level-up screens are MUCH better. Yeah, there’s different shades to some of the boxes, but it’s all a similar theme. Sleek, clean lines and transparent boxes. It fits together neatly and is pleasing to look at while it’s simple to find and read any important info
    • I find it a bit odd that Ryder’s skills have the timed input, but nobody else has that? Consistency discrepancy
    • Let me put ankle booties on Ryder. Come on!
    • I feel that convo in the slime king fight would have been better scripted in text boxes, with an action sequence to show Ryder slipping. Just make a skill, name it after one of his attacks, and create a different action sequence for it. Then force-action it in the fight, and it’ll appear like he’s actually falling on the enemy!
    The Bugs
    Thankfully, nothing game-breaking here I've found thus far! And just some minor notes. Nice. I like it when this section of my feedback is short.
    • The text in your textboxes doesn’t take the whole space. You end up with
      lines looking
      like this that don’t
      use all the space
      And it looks funky. Check any wordwrap you may be using to fix this
    • First cave, on the right-hand wall just underneath the box of rocks. You’re missing some corner tiles for the cave wall
    • Watch your ally selection box in the battle HUD. Like when trying to use a potion on someone. The box extends far beyond the character HUD, but not quite tall enough, so part of their head pokes past the box
    • The text for smelling salts uses the icon for MP, but says Max HP
    Other comments
    • Ryder just got dressed into armour in like a half second? I mean, it’s funny. I just don’t know yet of the game’s intended vibe yet to say if this is a pro or con, so it goes into Other for now!
    • You use a lot of different art styles for the characters. The on-map sprites, the battlers, in the bust artwork, the face graphics, the battle HUD, the menu. None of them look bad, however, there’s just a lot of different styles going on. I like them all, so I can’t list this as a ‘con’ yet this is something I just want you to keep in mind. Too many different art styles can undermine the theme and tone your game is going for. Or distract players
    • I know, video game logic, but I’m just saying…a fall from a cliff that tall into water would be very similar to just hitting the ground :3 Soft snow, rolling down a gentle slope, maybe a thick pile of leaves or vegetation if you’re desperate. But water? At high speeds, nearing terminal velocity? Water tension will smash you up
    • Who is worse, Sylvie for robbing a corpse, then encouraging attacking a survivor, or Arwen for following through with it haha? Love Sylvie, by the way
    • I can tell your menu is MOG stuff; it hasn’t much customization to it in turns of looks. Since this is a demo, I guess this is on your to-do list. Def a lower-priority item, but I’ll mention anything that comes to mind in the hopes it’s useful to the dev
    • I would like to see some action sequences for enemy skills too; not just player skills
    • Combat is quick, snappy, and fairly easy. The EXP rates are fair in my opinion. I hope the difficulty ramps up soon, but that’s a personal preference. My only issue with combat thus far is how Ryder’s skills have some timed inputs, but nobody else does

    Overall, this demo is pretty well put-together. Characters are cute with their own distinct voices. Combat is quick and casual; some rooms for improvement like enemy action sequences. Lots of little touches, like party convos during actions such finding loot, or changing text in the menu status screen, or varying EXP rates based on party lvl vs enemy lvl. Music choices are on-point (different music for bosses would be nice, like Elizar)
    There's a little too much back-and-forth in Fallhorn personally, but it's not a major turn-off. Just a touch irritating.
    The battle HUD and menu UI could do with some more love, but in the timeline of game development, these things aren't high priority so can be customized later.
    Mapping is okay; nothing great, but it's functional, and nothing stands out as 'this looks really bad'.

    I'd recommend people give this demo a try :yhappy: It's clear the dev put thought and love into their project. There's some polishing to be done, but this is a great base to build upon. I'll play this some more later.

    Also, as a side note, the last screenshot in your thread uses the MV chibi battlers :p
  6. Wow, thank you so much @Cythera for this wonderful write-up. I agree with pretty much everything you said… ya know work in progress and all.

    Are you trying to make Ryder look even more fabulous with those ankle booties?

    Thanks for catching all these bugs and the screenshot woopsie!

    Hope you’ll have some fun finishing the demo :D and gain some motivation to get back to working on yours.
  7. Ah! So I was only about 20-25 minutes from the end of the demo haha.

    I finished with a playtime of 1:53:16, and that was exploring as much as I could, and reading all the cutscenes.
    I won't separate my feedback this time, since I was so dang close to the end anyways.
    • Thank you, Ryder, for asking my question for me; how do you see an orb through a wall? And thank you, Arwen, for answering haha. Bravo
    • That tileset shift on the way to the shrine is incredibly jarring. I’m wondering why the change? The FSM tiles have lots of stuff you could use to finish that area up, and make a shrine too
    • The battle against the imps in the shrine: the scripted text for Arwen uses the MV face graphic instead of her bust artwork or the usual gab text you’ve used so far
    • I’ve already mentioned clashing art styles, so I’ll stop beating that horse…after this: the vipers in the shrine??? o_O
    • The boss battle music for Gale was on point. Great music throughout the demo; I need some of these tracks haha!
    • Hard crash; see image below. Happened in combat against the wolves in the cliff area, but I tested it and it seems to happen on every enemy. Occurs when you press the right arrow key when you’re on the actions menu (attack, skills, guard, item). Left arrow key brings up the fight/escape menu, and right arrow key on that screen brings you back to the actions menu. But right on the actions gives this hard crash
    Spoiler
    WR-Crash1.png

    Good, enjoyable lil demo here. Some back-and-forth travel, but granted, the forest was optional when I first went in it. Since I went before entering Fallhorn. I'll be watching this
  8. @Cythera you’re the best! Thanks for going through this and providing lots of good feedback, and even finding a hard crash along the way. Who knew that you’d be inspired to press the right key :D

    Haha @ the vipers. Ya I know I know.
  9. I played the demo as well, fun energetic vibe and solid mapping, nice! Here are some random/critical thoughts:

    Spoiler
    -always like when people have opening themes with vocals
    -like the way the cutscenes are made (wish there was more those kinds of dynamic and energetic cutscenes later on)
    -when Anabelle was shooting arrows the arrows spawned on top of her sprite and when Ryder was falling the game jerked a couple of times (if those were map changes, could the whole thing be made on a single map?)
    -Anabelle's mouth curls kind of sad when she blinks?
    -it's cool that the enemies leave carcasses behind
    -like the above person said the tile set change was kind of noticeable
    -like the above person said some of the text lines are pretty messed (only 1-2 words per line)
    -not a fan of those widescreen text boxes that fill the whole screen (though in this game there were some only (mostly) in the beginning
    -I think it was too much when there were 3-4 different colors in one text box
    -not sure what I think about the borderless black background text box for some of the text
    -I like the character banter when finding items etc, I always wish that games have that
    -but that one banter in the beginning of the king slime(?) fight was too long
    -i'd personally have more NPCs in the first town talk about the game world (maybe that event where you have to take a date etc) and give those gameplay hints to a couple of them
    -battles were nice and fast paced, but maybe rely too heavily on paralyzing the enemy with the ice magic
    -unlike the above poster I didn't mind that only Ryder had QTEs...after all he was physical class whilst Arwen was magic class
    -Ryder's skills didn't do that much more damage than his basic attack, unless I just remember wrong(?) - personally like skills that maybe cost more, but are clearly more powerful

    "GLITCHES":
    *When Arwen left the party she walked to her house in a glitchy way, like waiting between steps?
    *Butler in mayor's house could walk inside the chest

    TYPOS (there were a couple in addition to these):
    *Tutorial: "...who it considers the most threat at the moment"
    *Ranger in the forest: "Not many folks come this away."
    *Elizar's wife: "...where my Elizard have gone."
    *Arwen: "...concoctions for towns folks..."

    And that's all I can remember. Like I said, nice colorful vibe, good luck with the project!
  10. Omg the king of humor @rpgLord69 played this?

    Thanks for trying this out! I always appreciate your take on things.
  11. Quick update based on the feedback. (Thanks again guys for leaving great feedback!) Fixed the following:
    • Grammar
    • Hard crash
    • Other small things
    Added the Mac version of the demo.
    Edit: Mac demo is not working with newest MacOS, removing for now.
  12. I played your demo all the way through and I have to say, your game is shaping up nicely. I was sad when the soldier told me that the demo was ending right before entering the academy with my couples pass (lol). I can't wait to play the full version.

    My favorite part is the presentation. Its just excellent dude. I learned a lot just playing the demo.

    And oh yeah, Sylvie being a straight savage was cool too.
  13. Thaaaank you @tropical8878 :D Won't lie, it makes me giddy that you are all getting sad when the demo is over. Same as you, I feel like I get to learn a lot too from playing other people's games.

    And YOU finished a WHOLE project, that's incredible. I hope to get there one day too.

    The pressure is on to make the next part of the game even better.... all the while keeping Sylvie a savage :hwink:
  14. I cannot recommend this game enough. Great work!
  15. Much appreciate you playtesting it, @TRIDIUM. And I'm really glad you enjoyed it.

    Meanwhile, sitting here waiting for part 2...

    Hero3_Crying.png
  16. ... You know what? Since you're such a stand-up guy @TESTOSTERONE I'll give your game a shot. It looks pretty neat too :rwink:
  17. IMG_2563.png
    thanks @RCXGaming :D you’re awesome! Hope you’ll have some fun.
  18. Count yourself very lucky @TESTOSTERONE - I reviewed the game the instant I said I would play it! :kaojoy:

    In order:

    Pros
    + Nice title screen. This is the Moghunter effect, no? I like how the character faces show up with each prompt.

    + Awesome. You have the Skip Cutscene thing - you officially have a point over all of the other RPG Maker games that don't have this.

    + I do like the involved intro where you have to use skills and stuff. Is pretty funny too.

    + I do like the visual aids used in the tutorial.

    + I do like how the enemies are semi-animated.

    + I am in love with this normal battle theme. More RPGs need accordions and violins in their songs. The music in general gets props for not being the same old generic high fantasy soundtrack.

    + You get a bonus point for not using the same old Inn theme when you go to sleep.

    + Love how this level up screen looks.

    + Whoa. Item tooltip in dialogue? That's kinda sick actually.

    + OMG THE FULLY VOICED ANIME INTRO. I mean, it's not animated per se but this is my exact kinda goofy nonsense.

    + This dialogue is very goofy and I love it. It's nice to see characters that have some personality for once.

    + HOW DID YOU DO THE STATE TOOLTIP WITH MOGHUNTER'S BATTLE HUD.

    + These maps are pretty neato. They're pretty full of life, especially with all the lil owls and ducks moving around.

    + You have encounters on the map! Awesome. Will never get tired of fellow RPG Maker games that do this. Also whoa, the enemies respawn!? I was wondering why they suddenly stopped being dead.

    + I like the skits between your characters carried through Yanfly's Gab Window. That way they can talk to each other without slowing down the pace.

    + AYO ONE-TIME HEAL WHEN YOUR GUY GETS TO LOW HP? I've only ever seen that kinda attention to detail in Mother 3!

    + Combat is simple but effective. Normal enemies don't take too long to defeat, the animations are nice and quick. You'd be surprised at how many other people fail to even get THAT right!

    Plus I like that Arwen's normal attack isn't useless.

    (For reference I fought the Slime King in the cabin before going to the city and had a decent time)

    + I like the quest journal thingy that you can choose to activate or not. Helps players remember where to go for plot, and I might make my own version for my games.

    + Yo, what is this shop interface option? It's neato.

    + I do like it when you can do quests in advance, like how slaying the Slime King before you go into town can automatically complete the church quest(?).

    + Big fan of how objectives have markers or some label flying over their head.

    + Oh sweet when you kill the boss, the lil minions go down with them. Glad to see that.

    + YOU CAN PET THE ASTRAL DOG. That was adorable.

    + Awesome that you spawned a bridge after getting the orbs. You understand the concept of not forcing the player to walk back the entire way if they just finished a long trek in a dungeon.

    +/- I was going to question how Arwen could see the orb through the walls but you explained it pretty well. That said: "It's eminating astral enery". OOPS.

    Observations/Suggestions
    = Ah. You have the default Moghunter menu. Not a knock, but you could deal with making it more unique.

    = I always kind of roll my eyes at games that tell me about HP or MP in the tutorial. Like unless either has a unique mechanic, it's not worth bringing up. Not a con.

    = Oh whoa, there ARE elemental weaknesses in this?

    = Hat description: When you say "flare" do you mean "flair?"

    = You should definitely make a "buffer" event on maps with enemies. I say this because the time you get to not run into them again is extremely short.

    The way I do it in my games is that enemies have an extra page where they're able to be walked through while for like... 60 frames or so and then it turns itself off. This prevents softlocks and allows the player to escape from narrow corridors like in this picture. (Also the white flower beds are not able to be walked through.)

    = I'd love to see an alternate version of the "Hi tired" scene if you took a nap in the bed beforehand.

    = What is Gale's battle art? She looks like a Disgaea character.

    Cons
    - No rebindable keys (I used to not hold this against people until @TheAM-Dol brought it up, so every game that I reviewed that didn't have rebindable keys will have this con on them)

    - I do think it's very odd how some characters have like, default MV-esque generated portraits while some others have full body busts with blinking and talking animations. Like ???.

    That and how the battle portraits don't match what either character looks like.

    The art style dissonance is pretty distracting even compared to other games I've played if I have to be honest.

    - "Pretty isn't she when she's mad" is a very awkward sentence. "She sure is pretty when she's mad, huh?" might feel better.

    - ... Ah. @Cythera wasn't kidding about the battle UI being cluttered. On top of it being a default moghunter thing, the big opaque menu cuts off the faces of the characters.

    I've also never been a fan of the awkward Olivia turn order thing - it just confuses me more than anything else.

    The skill description not being at the top is neat. But if you're going to do this, I think it might be in your best interest to put it directly above the skill menu.

    The reason is because the empty space between the two is not helping guide your player's eyes. Also, so it doesn't have the Gab Window overlap the skill description!

    - VERY LOUD VICTORY BGM.

    - Oh. Are you aware that the battle camera can obscure Ryder's timed attack bar thingy?

    - Why do all of the Smellingsalts say Max MP when you get them instead of Max HP?

    +/- ... Ah. Green tag monsters give you half exp for beating them again while red tag monsters give you 1.5x exp. I dunno how to feel about the green one, but the red tag monster thing is a good incentive for going into areas where monsters are much stronger than you.

    - "I'll be you date" oops?

    - Not sure how I feel about the Elizar boss fight. The phantoms should have less HP since we've already fought them before and the double strike attack is kinda cheap.

    - That's... not what the imp looked like before we fought them lmao.

    - Uh oh, one-tile long hallways in a game with visual encounters. That's like rule number one, man! Not only that, the dungeon is nowhere near as cool as the outside if I have to be honest...

    - O-oh. The vipers are not the same quality as the rest of the art.

    - Are you aware the pink orb entrance is Action Button and not Player Touch?

    Overall Thoughts
    Out of all the RTP games I've played, this is one of the more pleasant ones. The writing is consistently adorable and the combat being simple actually helps me get through it. I kinda wish more mechanics were pushed forward, like attacks that have better synergy between your guys (eg. Arwen freezes a guy and Ryder's Ki Strike does double damage to them with it on) or even between enemies.

    As far as I know, the "threat" thing never helped influence my actions, since in fights like Elizar they seemed to take the same amount of damage from his double strike so I didn't see much purpose in using taunt or whatever.

    But that's a bit beyond the scope of this review. I love the vibe of this game, it kinda reminds me of a Tales game more than anything else. Just, you know, without the line motion battle system. That said, the inconsistent art is... very distracting, so I hope you polish that up in future releases of the game.

    I'm rooting for ya, my guy.
  19. Dang, I am pretty lucky :D Thanks for picking it up and giving it a go @RCXGaming

    BROOOOO, woaaaah, that is some thorough feedback, thanks for being honest and not sugar coating things. I suppose if you and Cythera and others are telling me I should pretty up the battle HUD and the art, then I should probably do that.

    Ok, I am going to tackle some responses here:

    Pros
    + Nice title screen. This is the Moghunter effect, no? I like how the character faces show up with each prompt.
    Yup, it is :D I do too.

    + Awesome. You have the Skip Cutscene thing - you officially have a point over all of the other RPG Maker games that don't have this.
    When playtesting, watching the same thing over and over got tedious, so this feature is a plus for gamers and devs.

    + I do like the involved intro where you have to use skills and stuff. Is pretty funny too.
    Coming up with how to start the game was the hardest thing. I scrapped the start a few times. Was totally going for funny, hooray, glad it landed.

    + I am in love with this normal battle theme. More RPGs need accordions and violins in their songs. The music in general gets props for not being the same old generic high fantasy soundtrack.
    Right? Accordions and violins! Who knew?

    + Love how this level up screen looks.
    Couldn't get Olivia's to work, had to make my own ;_;

    + Whoa. Item tooltip in dialogue? That's kinda sick actually.
    I can't believe this wasn't done before. Had to make my own.

    + OMG THE FULLY VOICED ANIME INTRO. I mean, it's not animated per se but this is my exact kinda goofy nonsense.
    MY EXACT KINDA GOOFY NONSENSE too! Lol.

    + This dialogue is very goofy and I love it. It's nice to see characters that have some personality for once.
    Writing goofy dialogue is hard by the way. Reading mindless text just for the sake of story progression is not my thing.

    + HOW DID YOU DO THE STATE TOOLTIP WITH MOGHUNTER'S BATTLE HUD.
    Because I am amazing. No, really, it was actually harder to get the remaining turns number to display than to do the tool tip. It lives here now.

    + These maps are pretty neato. They're pretty full of life, especially with all the lil owls and ducks moving around.
    Awwww, mapping is NOT my thing, so your saying you thought the maps were neato makes me very happy.

    + You have encounters on the map! Awesome. Will never get tired of fellow RPG Maker games that do this. Also whoa, the enemies respawn!? I was wondering why they suddenly stopped being dead.
    They sure do.

    + I like the skits between your characters carried through Yanfly's Gab Window. That way they can talk to each other without slowing down the pace.
    I wish more games would make characters banter and talk while adventuring/walking.

    + AYO ONE-TIME HEAL WHEN YOUR GUY GETS TO LOW HP? I've only ever seen that kinda attention to detail in Mother 3!
    Yup, I got your back when you stubbornly refuse to heal.

    + Combat is simple but effective. Normal enemies don't take too long to defeat, the animations are nice and quick. You'd be surprised at how many other people fail to even get THAT right!
    THAAANK YOU! My peeve too, waiting for forever for characters to "charge" and "attack"....

    Plus I like that Arwen's normal attack isn't useless.
    Aerith with her staff, remember, lol?

    (For reference I fought the Slime King in the cabin before going to the city and had a decent time)

    + I like the quest journal thingy that you can choose to activate or not. Helps players remember where to go for plot, and I might make my own version for my games.
    Yes please.

    + Yo, what is this shop interface option? It's neato.
    Err, it's one of the plugins I found here, a pain to set up, but looks pretty neato.

    + I do like it when you can do quests in advance, like how slaying the Slime King before you go into town can automatically complete the church quest(?).
    I built this side-quest before I built the town.... soooo...

    + Big fan of how objectives have markers or some label flying over their head.
    Yeah, I appreciate when games do that.

    + Oh sweet when you kill the boss, the lil minions go down with them. Glad to see that.
    Spider queen I take it?

    + YOU CAN PET THE ASTRAL DOG. That was adorable.
    :D On related note, if you fought the wolves, you'll see that it says (OUT) when you defeat them.

    + Awesome that you spawned a bridge after getting the orbs. You understand the concept of not forcing the player to walk back the entire way if they just finished a long trek in a dungeon.
    Elder Scrolls did this, and I loved it.

    +/- I was going to question how Arwen could see the orb through the walls but you explained it pretty well. That said: "It's eminating astral enery". OOPS.
    Lol, oops, I am impressed you caught spelling errors. I swear I read and re-read these lines a hunder times.

    Observations/Suggestions
    = Ah. You have the default Moghunter menu. Not a knock, but you could deal with making it more unique.
    Added to the to-do list.

    = Hat description: When you say "flare" do you mean "flair?"
    Fixed, thank you.

    = You should definitely make a "buffer" event on maps with enemies. I say this because the time you get to not run into them again is extremely short.

    The way I do it in my games is that enemies have an extra page where they're able to be walked through while for like... 60 frames or so and then it turns itself off. This prevents softlocks and allows the player to escape from narrow corridors like in this picture. (Also the white flower beds are not able to be walked through.)
    That is actually an awesome idea! Thanks for that. I saw it also in Cythera's game a few days ago and loved the idea. Flower beds not walking was on purpose.

    = I'd love to see an alternate version of the "Hi tired" scene if you took a nap in the bed beforehand.
    Hi hungry???

    = What is Gale's battle art? She looks like a Disgaea character.
    Not sure, but the battler kinda looked like the character set, so I went with it.

    Cons
    - No rebindable keys (I used to not hold this against people until @TheAM-Dol brought it up, so every game that I reviewed that didn't have rebindable keys will have this con on them)
    This'll probably remain a con :D I mostly just played with the mouse.

    - I do think it's very odd how some characters have like, default MV-esque generated portraits while some others have full body busts with blinking and talking animations. Like ???.
    Yeah, I may do a bust for Sylvie. Ryder though will not have a bust. When I tried the bust, it broke the role-playing illusion.

    That and how the battle portraits don't match what either character looks like.
    Allriiiightttt, I will let those battle portraits go (I thought they looked cute).

    The art style dissonance is pretty distracting even compared to other games I've played if I have to be honest.
    Adding to the to-do list to make art more consistent.

    - "Pretty isn't she when she's mad" is a very awkward sentence. "She sure is pretty when she's mad, huh?" might feel better.
    Hmmmm. Perhaps.

    - ... Ah. @Cythera wasn't kidding about the battle UI being cluttered. On top of it being a default moghunter thing, the big opaque menu cuts off the faces of the characters.
    I will really have to think on how to make it better and still keep the mog UI.

    I've also never been a fan of the awkward Olivia turn order thing - it just confuses me more than anything else.
    Olivia, why you confuse Dan?

    The skill description not being at the top is neat. But if you're going to do this, I think it might be in your best interest to put it directly above the skill menu.
    ^ I like the idea.

    - VERY LOUD VICTORY BGM.
    Really? Ok, will reduce volume by 35%.

    - Oh. Are you aware that the battle camera can obscure Ryder's timed attack bar thingy?
    Yup, was on purpose... I think.

    - Why do all of the Smellingsalts say Max MP when you get them instead of Max HP?
    Because I made a mistake with the first one, didn't notice, and copy/pasted to all the others. 1687184945632.png
    Thank you for catching that!



    +/- ... Ah. Green tag monsters give you half exp for beating them again while red tag monsters give you 1.5x exp. I dunno how to feel about the green one, but the red tag monster thing is a good incentive for going into areas where monsters are much stronger than you.
    That was a good way to keep players from over-leveling.

    - "I'll be you date" oops?
    Eyes of a hawk you. Thanks!

    - Not sure how I feel about the Elizar boss fight. The phantoms should have less HP since we've already fought them before and the double strike attack is kinda cheap.
    Haha, they actually do and are nerfed. I guess it didn't feel that way, huh?

    - That's... not what the imp looked like before we fought them lmao.
    Lol, I know I know, gotta fix.

    - Uh oh, one-tile long hallways in a game with visual encounters. That's like rule number one, man! Not only that, the dungeon is nowhere near as cool as the outside if I have to be honest...
    Designing dungeons is hard.

    - O-oh. The vipers are not the same quality as the rest of the art.
    Aaalright, I'll fix.

    - Are you aware the pink orb entrance is Action Button and not Player Touch?
    Nope, thanks for catching that.

    Overall Thoughts
    Out of all the RTP games I've played, this is one of the more pleasant ones. The writing is consistently adorable and the combat being simple actually helps me get through it. I kinda wish more mechanics were pushed forward, like attacks that have better synergy between your guys (eg. Arwen freezes a guy and Ryder's Ki Strike does double damage to them with it on) or even between enemies.
    I hope the writing made you chuckle a few times. I had a blast writing it. And that is a neat idea to do more synergy.

    As far as I know, the "threat" thing never helped influence my actions, since in fights like Elizar they seemed to take the same amount of damage from his double strike so I didn't see much purpose in using taunt or whatever.
    Arwen's better with magic defense, Ryder's better with physical def, and this dude attacks with both, what a jerk, right?

    But that's a bit beyond the scope of this review. I love the vibe of this game, it kinda reminds me of a Tales game more than anything else. Just, you know, without the line motion battle system. That said, the inconsistent art is... very distracting, so I hope you polish that up in future releases of the game.
    Tales vibe eh? That some high praise. Thank you.

    I'm rooting for ya, my guy.
    Right back at ya! Thank you!!!!!!

    You've unlocked some original character design art with that review.
    Hero2_ArrowShot_Small.png
  20. Update as I work on part 2:
    • Maps: 25%
    • Story/Events: 5%
    • Music: 70%
    • Art: 70%
    Sneak Peeks:
    • Cleaned up the battle hud and added new face pics:
    ScreenShot_BattleHud_Uncluttered.jpg

    • More enchanting illustrations
    ScreenShot_Dance_Test.jpg

    • More detailed mapping (courtesy of Miss Nile and Puffer)
    ScreenShot_Part2_EnterAcademy3.jpg

    • And as always lighthearted and funny dialogue!
    ScreenShot_Part2_EnterAcademy2.jpg