MV - Wind Ryder (Available on Steam)

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Started by TESTOSTERONE 370 posts Page 10 of 19 View original ↗
  1. ATT_Turan said:
    Am I the only one surprised by the sort of man-cleavage on the first bust? :stickytongue:

    The music playing while I type this is very soothing, though.
    Was one of my first comments actually lmao.

    @Trihan yeah, I noticed an update shortly after that conversation when I wanted to start playing and then saw the setting, my surprise is on the stream as well.
  2. ATT_Turan said:
    Am I the only one surprised by the sort of man-cleavage on the first bust? :stickytongue:
    Hahaha, that's what @alice_gristle called out as well. Well, what can I say, we have man boobs.
    giphy.gif

    P.S. Totally added the keyboard rebind thanks to you guys. Probably a good thing too.
  3. Cripes! Didn't expect to see drama here...
    Well, congrats @TESTOSTERONE for releasing your game and blowing up my notifications!
    Of course, I'm booked solid this weekend, but I be giving it a second playthrough and an official review soon. (Erif, I promise I have not forgotten about you!)
  4. Aw thanks Tridium. ❤️❤️❤️
    Come on come on, Prim and forest, Prim and forest.
  5. Nah, this will probably be a really quick playthrough.
    Plus, next week is the hell on earth that us workers here call...ColorFest.
    Can't ask off, and I can guarantee my mind will be a fried egg by the end.
  6. 1696651027151.png
    Here we go!

    Edit:

    Hoo lawd, he got the booba

    1696651780146.png
  7. Not to be a Pouty Prim and bring down the Wind Ryder mood, especially since @TESTOSTERONE was able to get it on Steam (an enviable feat) but I... kinda agree with @SGHarlekin.

    Granted, I wouldn't phrase it the same way he does (since I at least have some table manners, like come on) but he makes a lot of valid points when I watched through his playthrough of the game.

    Mainly about combat. The nitpick stuff is cringe and not worth my full attention.

    Big
    But I will address some of them, since I want to flesh out my thoughts:

    The mapping errors and the little nitpicks like the main menu cursor not going to the other end are very easy to solve.

    The weird action sequences in combat with Ryder's jank animations are very noticeable, but it and the lack of unique on-map animations after the intro is genuinely whatever as long as they can be fixed.

    Sure, I'd like it if you used more unique sound effects than what's just in the RTP but good sound design is a whole other level of difficult.

    In terms of problems the game has, these should be very low on the list compared to making the damn thing function properly.

    --

    A lot of the game's charm lies in the interactions between Ryder and his group of gals, and all the lovely art and menu customizations. The mapping is also undeniably gorgeous in most places thanks to Puffer and Miss Nile.

    But where I take issue though is the combat and the exploration design. It unfortunately degenerated into the usual "attack attack attack and sometimes heal" formula a lot of other RPG Maker games fall into - I felt this while I played the game back a few months ago, but I guess I was too charmed by the character interactions to pay it any mind back then I guess. (Also I never went anywhere without Arwen)

    Here's the issues I noticed:

    * I saw the fight in question where Harlekin was struggling against the spider boss without Arwen. It displayed a lot of problems, namely:
    = The spider didn't just crush him after a certain amount of turns. I normally give bosses a "limit break" attack that completely slaughters you if you waste enough turns on them, or pull out an uno reverse if you try to heal too often. It's supposed to break this exact kind of stalemate in combat, which leads me into...

    = The fact Harlekin was able to just heal indefinitely since the spell in question was TP-based and only took like, 4 TP in a system where you get like 30+ from taking damage. Potions not having a limited stock and the fact they healed him for his entire HP bar was a tremendous oof.

    = Ryder's skills didn't do enough to break through the boss's considerable HP, even if you were getting perfect hits every time. It was, sadly, the exact kind of damage sponge boss that people often complain about on these forums.

    Ki Strike (or whatever the one is that has a multi-hit animation) doing less than his regular attack is honestly kinda shameful - not even an extra benefit like inflicting a status effect that makes the enemy take more damage.

    There's not really a lot of smart play Harlekin could have done since there's no:
    ---------------------
    * status effects like poison, sleep or paralysis (or even charm, to make the little spiders turn against their master)
    - If you're worried about these states overpowering the enemy, you can very easily make a troop event that makes the boss immune to charm after it gets hit by it once.

    * no attack items that can inflict the above without the presence of a specific party member

    * no charge-up shield or something similar that would make the boss take more damage once it's broken, incentivizing the player to use specific skills at certain points to break the shield instantly while stopping the boss from inflicting a super ultra deadly move

    * no buffs (even the grindy gacha mmo I like to indulge in lets you buff your character up, provided on a cooldown every few turns)

    * no enemy counters forcing him to use different skills, so he can't just spam lightning slash the whole time

    * equipment that does other things than just give the player bigger stats

    (ex: a weapon that does more damage against bugs, or a weapon that uses magic attack over physical attack to deal with enemies that have much higher physical defense, or an electric gun that paralyzes slimes into having 0 defense, etc.)
    ---------------------

    So honestly, not having Arwen shouldn't be an excuse for not having the fight be interesting. Extra party members should be helpful, but you need to prepare for not having them available.

    * MP and TP were so plentiful that resource drain was a non-issue, which is kinda a bad thing if battles are meant to have a tactical element to them.

    * There's a lot of little fights against the same configurations of easily defeated enemies. They don't really have unique abilities or threaten the player in any way, they just kinda blindly attack. I'd either cut down on them or give them unique abilities + enough HP or special defenses so at least every new battle isn't just "mash the best attacks to win".

    * I was never a fan of how only Ryder has timed hits and the weird camera zoom in thing. But more importantly that timed hits for defending against attacks was never implemented. That would force the player to rely on skill a bit more and give you more leeway to create high damage attacks that lose their bite if properly defended against.

    --

    Exploration suffers from its own problems because, well, the combat system lacks the things I mentioned above that could give it more depth. So it kind of snowballs into you not providing meaningful items that aren't just potions and mp potions, because I'd love to get a Bug Crusher weapon to beat the spider boss, etc.

    Plus the first dungeon is pretty much unchanged - which is a shame, since it was the least appealing maps + not a very compelling maze to travel through since enemies are choking one-tile long hallways.

    --

    I am praying, genuinely, that you don't take what I'm saying the wrong way @TESTOSTERONE. I know I may come off as extremely harsh, but I want Wind Ryder to succeed and be the best it can be.

    Also, good on you for including the Keybind function last minute! That'll help you get an accessibility point. ;)
  8. Initial thoughts based on the first ~45 minutes of gameplay:

    It's cute and simple, reminds me of an anime tie in game from 1996. Like, if this were reskinned to be Tenchi Muyo characters I'd totally believe it was of the time. I am really loving the script for that reason - it feels like one of those animes you'd borrow off a mate on a VHS with a bizarre, over-enthusiastic dub. The tone is goofy, and the setting is about as generic as it can be in a way I really appreciate (if I'm reading it right, I'm only ~45 minutes in) and in general it's ticking all my boxes for "game I will probably continue to play".

    A lot of my niggles are surrounding the UI. There is a LOT going on in the battle screen, various levels of transparency, and the game throws a thousand things at you right off the bat [ISPOILER](before leveling you down following the cave)[/ISPOILER] which I feel is somewhat overwhelming for players you're trying to onboard:

    image.png
    image.png

    Stuff like the battle camera cutting off the box for SRD's timed attacks just makes the whole thing feel jankier than I think it is. I'd also probably replace the included graphic with something that matches the style of the rest of the UI. In general I thought the presentation was pretty top notch, especially in the opening scenes where the parallaxes and blurred foreground layers combine.

    I was somewhat disappointed when that style of mapping was abandoned for more standard tile-based fare. Not that I'm against tile-based mapping, it just felt like a consistency issue - and I think that might be my biggest concern so far.

    It's not super clear what's going to be voice acted vs what isn't, the combat balance does seem to be somewhat all over the place and I'm not certain as to what my options are at any given moment. Certain UI elements clash, and the writing will occasionally shift styles dramatically to include emoji etc, which can be jarring when you get familiar with the generally excellent conversational style of the script.

    1696656111307.png

    Finally, there are slight grammatical issues all over the shop that I think detract from the overall experience (especially if you're a pedant like me). Given how tight the majority of the script is these stick out like a sore thumb, so I do think a second pass on some of the game's incidental writing would be a really good investment.

    1696656166479.png

    I'm not tryna nitpick here so much as I am underlining that the overall script is strong, so in my view it's a good idea to lean into that as much as possible; because I think that is probably going to end up being your core USP (other than dating anime girls).

    All in all, I'm intrigued and gonna keep playing, but I've somehow been up all night and need to get some shut-eye. I have some other design quibbles, and minor bugs that have popped up which are largely to do with movement, or questionable mapping decisions (for example, right after you leave the cave there's a rope you absolutely can't interact with and the way forward is a slightly brown-er cliff).

    Look, the game had an anime opening complete with original song. I'm sold on that basis alone. Full review to come when I finish the bugger, but I wanted to get these thoughts down before going to bed.

    A final note: Congratulations on getting this game out, finishing a project is an achievement in and of itself and a damn sight more than a lot of people manage! That said, I do think that a 1.1 update may be advisable given the issues people are noting here with combat, the minor issues surrounding movement bugs and grammatical issues, and some of the graphical inconsistencies in the UI.
  9. Doesn't Ryder's man boobs just make more players here able to identify with him better?

    The combat balance isn't great, but since it's immediately obvious and the game isn't about providing some kind of tactical and challenging combat, why go on about it for hours?
    And do you guys seriously think the player should be specifically blocked from running into an optional dungeon when having only 1 character? What?

    Like, it's a character-focused, good vibes game.

    Sure, everyone is entitled to their opinions, but as I've said before, it seems like some people are looking for very different things from this hobby than I am (still don't really get what all the negativity gives some people) :D
  10. Yes, @rpgLord69, this is what I was going to say.
    Wind Ryder is not the next FF, or Dragon Quest, or Fire Emblem. Different games focus on different things. Especially for these one-man teams, you can't make everything.
    I find the combat to be easy, light, and fun, exactly what it should be, because the game is light hearted and fun.
    If Wind Ryder was hard, even challenging, it would break the vibe, IMO. We've got dashing characters fighting hapless monsters. I don't know...I like hard games. I really do. But sometimes it's nice to have something a little easier so you can focus on the visual design and characters.

    Anyway, once again want to thank @TESTOSTERONE for making such an amazing game and giving it away for free.
  11. Thanks @Iron_Brew! I can’t believe how some of the spelling errors weren’t caught, haha. Wooops.

    Totally agree on mapping. Parallax is just so darn beautiful, and there will be much more parallax upcoming after the first dungeons, I promise.

    It was mentioned already, this game isn’t about the deep strategic, challenging battles. Battles are quick, fun, and somewhat easy to fit with the game vibe. The game is about fun adventures, romance, light-hearted banters and good vibes.

    Edit: Holy wows! Thank you community and gamers!!! Going into this I had no idea what to expect.
    In 24 hours, we "sold" 2000 copies!
    1696682731716.png
    5Gg.gif
  12. Giving the game a go right now..amd I noticed the Elizar sprite is different t from the battler.. One is female and clearly elizar is a Male??
  13. Hey thanks for giving it a go @d757darkman! Err, maybe Elizar was a pretty boy before the forest corrupted him?
  14. TESTOSTERONE said:
    It was mentioned already, this game isn’t about the deep strategic, challenging battles. Battles are quick, fun, and somewhat easy to fit with the game vibe. The game is about fun adventures, romance, light-hearted banters and good vibes.

    I totally respect this! I just think that if you're gonna have combat then it should probably be as polished as it can be, even if it's not the focus. I'm in the same boat though - where combat isn't the focus of my project - and I still spend hours and hours fine tuning and designing every fight, because for some people being disengaged by combat can be a dealbreaker.

    This is, however, where I think my opinion diverges from some of the other feedback :D

    I don't really care that combat balance is "off", because it's off in the direction of easy, rather than hard. I do, however, think that if multiple people are finding issues with the combat in your game that it's probably a good idea to at least consider their feedback. That's how great games get made!
  15. Genre: Dating Sim Masquerade as RPG

    masquerade
    /ˌmɑːskəˈreɪd/
    noun
    a false show or pretence.

    I think some people in this thread are missing the point of this game, the RPG part was never the real focus of the project.
  16. I really must have gotten carried away when I wrote my post, since combat is genuinely my favorite part of game design. I often forget it's not others' utmost priority when they make games, especially since Wind Ryder is supposed to be about the dating sim element and being cute. (Which it succeeds with flying colors)

    Guess I really was a Pouty Prim after all :kaoswt:

    deku-sorry.gif
  17. I played a bit last night, and there's a lot of good stuff in this. It is, at first glance, beautiful in a number of ways; the fact that it has a bit of good voice acting; and that anime song opening!

    I also knew from the screenshots going on that the dialogue was fun and well-written.

    I'll include some critical thoughts in a spoiler so they don't have to be read if you don't want.
    Spoiler
    - There are a lot of balloon reactions - like, almost every statement in the opening portion of the game shows one. And a lot of them are completely blocked by the message windows. It's particularly weird because you have to intentionally change the position of the message window, so if you knew you were doing a balloon at the same time, just leave it at the default location on the bottom of the screen and we'll see what the characters are feeling. Especially since these reactions replace having portraits with each message to convey emotion...but we can't see them.

    - I think the voice acting is well-acted, from what I've heard so far. But it's not awesomely implemented. Ryder's recordings have clipping and distortion. The files are also at different volume levels - even when I turned the volumes way down to be able to bear the game itself, there are some lines and battle cries that are uncomfortably loud. All the audio needed to be normalized at the same volume.

    - This is an easy user fix, but it's unfortunate to have gotten out the door this way because it's a bad first impression. The default volume in RPG Maker is really loud. Every time I call a sound file in my project, I have the volume set at 40%. You could've done something like that, or had a existing Config file in the deployed project that had everything cranked down - but I had to lower everything to about 20% in the options menu for it to be bearable. The expectation from a user when they're booting up a new game is that its volume will generally match the other things they do on their computer, not that it will immediately blast out their eardrums.

    TESTOSTERONE said:
    It was mentioned already, this game isn’t about the deep strategic, challenging battles. Battles are quick, fun, and somewhat easy to fit with the game vibe.
    So I totally get that it's hard to receive criticism on a personal project (even when I ask people to do it on my beta it feels uncomfortable!). And I agree that some of SGHarlekin's phrasing comes across as harsher than it needs to be to make the point.

    But you saying stuff like this just sounds defensive. Like, if the game isn't about the strategic, challenging battles, and they're supposed to be quick and fun...just don't have this huge side boss that everyone's talking about! Put it in your next project. It sounds like it might be getting criticism not even just because people think parts of the fight are done suboptimally, but because it doesn't fit into the game as you've framed it at all.

    I have to tell you, the thing I'm most impressed with is the degree of community involvement you've gotten in your project. I haven't seen that before at all. Whether or not your game is an example of RPG Maker perfection on its first release, I think you should be really proud of the sheer number of people who have commented on your thread, made Prim jokes, talked about Wind Ryder, and downloaded it to play on the first couple of days.
  18. Dalph said:
    Genre: Dating Sim Masquerade as RPG

    masquerade
    /ˌmɑːskəˈreɪd/
    noun
    a false show or pretence.

    I think some people in this thread are missing the point of this game, the RPG part was never the real focus of the project.

    Without meaning to sound antagonistic, if that is your defense then why is the game an RPG at all? Why not a visual novel made with Ren'Py, or similar? It'd be significantly easier to make due to built-in tooling, and the mechanics that are taking players out of the game wouldn't be an issue.

    Like, if I made a game with a bunch of mandatory Go-Karting sections and people said "the go karting is bad" I wouldn't say "You are missing the point, it's not a Go-Karting game", I'd remove the Go-Karting, or improve it.

    I don't think "you're missing the point" is a particularly healthy way to look at feedback, and I don't think it's a way to ensure that the end product is the best it can be.
  19. @RCXGaming
    You actually had legit complaints and were very respectful in your post. I also agree with some of your points, like I agree with what @Iron_Brew said about the UI being too rich in some parts (I told this as well to @TESTOSTERONE but the game is dialogue/banter focused and he didn't have much choice).
    I just don't like when people are being unnecessarily harsh for no reason, and this isn't necessarily finger pointing towards @SGHarlekin, but there are ways and ways of saying things and I felt he was a bit too harsh in that stream and also complained about trivial stuff like sitting sprite poses (seriously, who does that in rm games?).

    This now is directed to @SGHarlekin.
    I don't have anything against you, dude, I think your games look pretty cool too, I just felt you weren't particularly nice in that stream and I don't think @TESTOSTERONE deserves that type of treatment, especially considering how nice and helpful he is all the time and with everyone around here. Like I said, there are ways and ways of saying things.

    @Iron_Brew
    He made it an RPG to add basic exploration and the adventuring feeling I think. Just dating sim would be boring probably. But I'm not the dev here so I cannot answer you, so you'll have to ask this to @TESTOSTERONE.
    Yeah, you're missing the point might sound harsh, but focusing too much on an aspect of the game that was never supposed to be fleshed out from the very beginning doesn't make much sense either.

    <zip>
    Posted twice. This is why I don't like to post here when I'm offseas.

    Apologies to the mods.
  20. I’m like knee deep in beautiful digital brushes and my tablet. What? What was that?! I didn’t see a thing!


    …merged that for you, @Dalph . I think it’s hilarious when y’all profusely apologize for double posting like y’all knocked over a display of canned chili built into the shape of a football at the grocery store or something.