MV - Wind Ryder (Available on Steam)

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Started by TESTOSTERONE 370 posts Page 11 of 19 View original ↗
  1. Ms Littlefish said:
    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.
    I'm just rather proud of my highscore of not even getting a single blue text warning from a Mod in 10 years I've been a member here.
    Although I remember once mentioning this achievement and @mlogan gave me a blue text warning for fun, lmao.
  2. Dalph said:
    @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, 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

    I dunno. It's a mandatory part of the game. It should probably be as good as it can be if the content the majority of people are having a rough time with is on the game's critical path.

    There's plenty of ways to make an RPG without combat, and plenty of ways to implement exploration and the feeling of adventure without introducing gameplay elements which are sub-optimal and are going to take people out of it. As I said before, my issues with the game haven't been with the combat, but my point here is about taking feedback on board.

    To go back to my Go-Karting analogy, if I was bloody-minded about it I could keep my Go-Karting minigame, not improve it, and say 'people are missing the point', but I'd be sacrificing overall project quality by doing that. I don't think people giving that feedback are 'missing the point', or anything along those lines, I think that it just means that the Go-Karting (or in this case, combat balance) needs work.

    But, whether or not that's something worth the time and effort is obviously up to the dev, innit :D
  3. Iron_Brew said:
    I dunno. It's a mandatory part of the game. It should probably be as good as it can be if the content the majority of people are having a rough time with is on the game's critical path.

    There's plenty of ways to make an RPG without combat, and plenty of ways to implement exploration and the feeling of adventure without introducing gameplay elements which are sub-optimal and are going to take people out of it. As I said before, my issues with the game haven't been with the combat, but my point here is about taking feedback on board.

    To go back to my Go-Karting analogy, if I was bloody-minded about it I could keep my Go-Karting minigame, not improve it, and say 'people are missing the point', but I'd be sacrificing overall project quality by doing that. I don't think people giving that feedback are 'missing the point', or anything along those lines, I think that it just means that the Go-Karting (or in this case, combat balance) needs work.

    But, whether or not that's something worth the time and effort is obviously up to the dev, innit :D
    It makes sense what you wrote here, I see your point, but it's up to him if he wants to improve that aspect of the game.
    Like I said I agree with some of your points, I also complained about the UI being too rich, especially in the slime king fight.
    The goal of this game though is to romance the girls in the best way possible, to bring them out for adventure and of course to choose who to date ultimately.
    I personally played the game just for that tbh and while I also complained about the battles being too easy to him (he can confirm this), after a while I felt like they weren't really the point of Wind Ryder.

    Wind Ryder is a dating sim and just uses the RPG genre as an excuse to add some adventuring to make the romances more interesting. That's at least what I think @TESTOSTERONE wanted to do here.
  4. The majority of people is one orc though. And the path isn’t critical. And that path was meant to be tried with a companion. It even tells you so.

    But going there to fight the boss by yourself (sure go for it) and then losing and complaining about it is kinda yeah, just wanting to bash.
  5. TESTOSTERONE said:
    The majority of people is one orc though. And the path isn’t critical. And that path was meant to be tried with a companion. It even tells you so.

    But going there to fight the boss by yourself (sure go for it) and then losing and complaining about it is kinda yeah, just wanting to bash.
    Oh, I'm not even talking about that with regards to combat balance. Like, the enemies I fought where doing zero damage to me, ifs stuff like that that is a big 'hmmm'.

    I get that it's not the project focus, but it's a low effort fix, so regardless of focus I do think it's worth the time investment.

    Oh, as a note: your game had combat on the critical path. As in, you can't avoid it to complete the game.

    I don't think zeroing in on one instance of aberrant gameplay off the critical path is as important as being receptive to the rest of the feedback around combat in general. Like, it's up to you, but if you're gonna have go karting it's best to make sure it's as good as possible, or people will say 'love the game, go karting could use some work though'.
  6. TESTOSTERONE said:
    The majority of people is one orc though. And the path isn’t critical. And that path was meant to be tried with a companion. It even tells you so.

    But going there to fight the boss by yourself (sure go for it) and then losing and complaining about it is kinda yeah, just wanting to bash.
    In fairness to the review, the issue wasn't that he *lost*; it's that he *couldn't win*. It was a stalemate, where he could heal infinitely with a spammable skill but also couldn't deal decent damage to the boss.

    I feel that this is less of an issue because when you interact with him the game specifically asks if you want to and tells you to make sure you're prepared, but it's still a bit of a design flaw to have an encounter where player choice can result in a stalemate in the first place.

    If you don't want to give Elizar a roflstomp limit break attack if the player takes too long, or otherwise tweak the mechanics, what you could do is build this into the way you introduce the game and your approach to it. If the battle lasts X turns, for example, Ryder could say "This is going nowhere! Maybe I should make a strategic withdrawal for now and come back with a friend."
  7. I'm disappointed to see the really weak defense of "it's not the point of the game!" being thrown around in regards to the battles. I've only spent roughly 50 minutes on the game, and I've noticed a lot of the same things that others have pointed out.

    I completely understand if the dating sim side of things was always the focus, but maybe going full visual novel would've been a better idea in that case. I'm of the mindset that if you add something to a game, you need to not only give it the attention it deserves, but also be ready to have it criticized if it isn't up to snuff.
  8. Sword_of_Dusk said:
    I'm disappointed to see the really weak defense of "it's not the point of the game!" being thrown around in regards to the battles. I've only spent roughly 50 minutes on the game, and I've noticed a lot of the same things that others have pointed out.

    I completely understand if the dating sim side of things was always the focus, but maybe going full visual novel would've been a better idea in that case. I'm of the mindset that if you add something to a game, you need to not only give it the attention it deserves, but also be ready to have it criticized if it isn't up to snuff.
    It's not really a defense though? More like a fact. The game was always meant to be a dating sim masquerade as RPG, it's stated everywhere, even on Twitter.
    Visual Novel only would've been less impactful imho, it's not as satisfying to explore in a Visual Novel and I'm telling you from the perspective of a person who enjoys them and is also working on one.

    It's not entirely true that you have to flesh out anything you add in your game if such things are not the main focus, in Wind Ryder's case, the RPG component is there just to make the romances more interesting.
    Nobody cares if the Dragon Boss isn't immune to freeze or if the Spider Queen is too hard, people want to see Arwen/Prim's reaction to these fights and also how they will react to Ryder afterwards. Took me a while to understand this but I see now what @TESTOSTERONE really wanted to do with his game.

    Are you guys seriously playing Wind Ryder for the fights? Come on now.
    The real focus has always been the girls, and that part of the game actually works very well.
  9. Since about May I've been watching this thread. And I don't just mean "I replied to it and so I get notifications", I mean actively checking on it and reading every post.
    Ya know why? Because of how dang happy and fun the game and the discussion was.

    Don't ruin the vibe. We can all have our own opinions. I wouldn't post direct feedback on a game thread, I would DM it to the person. But that's just me.

    Anyway, don't want to prolong this, so I'll shut up.
  10. TRIDIUM said:
    Since about May I've been watching this thread. And I don't just mean "I replied to it and so I get notifications", I mean actively checking on it and reading every post.
    Ya know why? Because of how dang happy and fun the game and the discussion was.

    Don't ruin the vibe. We can all have our own opinions. I wouldn't post direct feedback on a game thread, I would DM it to the person. But that's just me.

    Anyway, don't want to prolong this, so I'll shut up.
    I think I'll shut up as aswell at this point, I said everything I wanted to say. If I'll post again here, it will be with my usual laidback mood and Prim trolling.
    I played the game 3 times, enjoyed it and I posted on Steam my thoughts about it.
    The things I'm looking forward to now are Part 2 + Achievements and Steam Trading Cards implementation with hopefully nice backgrounds and emoticons of the characters.
  11. Dalph said:
    It's not entirely true that you have to flesh out anything you add in your game if such things are not the main focus, in Wind Ryder's case, the RPG component is there just to make the romances more interesting.
    This is true. It just has to be of comparable quality with everything else. And when everything else is of really great quality, anything that lacks will stick out like a sore thumb.

    Does that make the game bad? Hell no! I've quite enjoyed what time I've spent with it so far and will absolutely be continuing to play it.
  12. So, I haven’t read most the replies (nor will I, tbh) and…I do not know enough to say whether so-and-so replied in whatever manner, but it goes without saying that feedback will comes towards us throughout life in whatever package it appears.

    I do think that what people have brought up in this thread would serve very well being continued and broken out into a General Discussion thread if anyone wants to make one. Topic: When do you decide to add or NOT add a gameplay element. If added, how deeply do you develop a secondary gameplay mechanic?

    I would do it myself but I am hella painting a door (a real door, not a digital one).

    Not that the commentary is completely off topic, nor is the feedback invalid (I haven’t finished my play through OR MY FAN ART DURRRRR! so I will withhold all thoughts until I’ve experienced everything as a whole)…but, I do think many of the more recent comments can serve a thread idea well beyond Wind Ryder.
  13. Thanks guys. Some feedback here is very valuable. And yes, while the game has its flaws, I hope you are enjoying the puns and the silly jokes and most of all are having fun with it (even if it's just from reading the drama on here ;D).

    are-you.gif

    Awww, @Ms Littlefish, can't believe you sacrificed your ratio (you know the one) to make this valid point. :D
  14. Phew played up to the Shrine, more to play. Here are my thoughts so far.

    Likes.
    • I really like Ryders' character.
    • I like Arwen too.
      The intro was fantastic.
    • Mapping moves between 8/10 and 15/10. It's stunningly beautiful at times except the Inn in the city, the carpet there is weird.
    • The anime-style intro is really nice (though zoomed-in face sets look pixely).
    • The pacing is pretty nice.
    • I like the classic RPG feel to the mayor losing the pass so I have to go questing to get it, nice little late 90's vibe.
    • Green enemies giving half XP and red 1.5 is a nice touch to stop the player from becoming over levelled (with an upcoming caveat)
    • The map outside the shrine is one of the nicest maps I've ever seen in an RPG, just stunning.
    • The scene with the
      Spoiler
      astral wolf faking a boss fight
      was really well done and totally took me by surprise.
    • The party banter is really fun.
    Dislikes.
    So first off I understand the game isn't really geared around combat and combat is kind of just there but that's a big stumbling block for me.
    • The time attack feature feels punishing for a game that's not about skilled combat, personally, I would a; bin it completely or b; make it harder to succeed. Instead of scaling values below 1, I'd have it start at full damage, be more difficult and scale to 1.5 damage. This way it rewards the player for good use, instead of punishing the player for poor use. Much more synergetic with your game so far.
    • Enemy numbers are a little all over the place, for example, fighting 2 purple slimes at level 4 earns half XP and they are quite tanky, but fighting 3 wolves earns a ton more and I can kill the 3 wolves much quicker.
    • It's very hard to see the level requirement on the skill tree when it's grey. I had to look a couple of times to see why I could learn certain skills.
    • Had a couple of bugs like Elizars' cabin door ending the quest multiple times if I choose not to enter, slime walking on the mountain on the map where Ryder washes up.
    • I found the searching box when checking chests and barrels a little redundant.
    • The message box consistently had like one word on the top line and then used as normal was kind of strange to read.
    • Almost forgot: I really wanted to swat that fairy right outta the sky.
    All in all dude, I really enjoyed it, top 10% of RPG-maker games I've played and with a little love for the combat and some polish would be up there with the best. Personally, I think slightly tweak some combat numbers, bin the timed attacks and fix those message boxes and you'd be golden.

    You're onto a winner here.

    On the SG fighting the boss alone, I almost made the same mistake despite the warning. I'm the type that gets a sidequest and immediately goes and does it to get it out of the way, so I have a suggestion if you're patching the game.

    Arwen leaves the party as soon as we enter town, so what I'd do is have Elizars wife give that spiel but not grant the quest. Have her say strongly imply that having a party would allow the quest and then turn the quest availability on once Arwen is in the party or when the game hits whatever switch or variable when she joins.

    Its quite easy to click through a dialogue box without reading if in a hurry or if you have a text to answer or email etc... and the thing with quest journals and descriptions is never expect the player to read them, especially if it involves scrolling down or putting effort in.

    That last bit applies to everything really, if there's one thing I've learned from rm streamers it's they'll find a way to ignore something, and then complain when things go wrong but I genuinely think it's on us developers to prevent that.
  15. TESTOSTERONE said:
    And yes, while the game has its flaws, I hope you are enjoying the puns and the silly jokes and most of all are having fun with it (even if it's just from reading the drama on here ;D).
    Enjoying? Man, Ryder's whole first interaction with Arwen and Sylvie had me rolling due to how brazen they were.
  16. padr81 said:
    Phew played up to the Shrine, more to play. Here are my thoughts so far.

    Likes.
    • I really like Ryders' character.
    • I like Arwen too.
      The intro was fantastic.
    • Mapping moves between 8/10 and 15/10. It's stunningly beautiful at times except the Inn in the city, the carpet there is weird.
    • The anime-style intro is really nice (though zoomed-in face sets look pixely).
    • The pacing is pretty nice.
    • I like the classic RPG feel to the mayor losing the pass so I have to go questing to get it, nice little late 90's vibe.
    • Green enemies giving half XP and red 1.5 is a nice touch to stop the player from becoming over levelled (with an upcoming caveat)
    • The map outside the shrine is one of the nicest maps I've ever seen in an RPG, just stunning.
    • The scene with the
      Spoiler
      astral wolf faking a boss fight
      was really well done and totally took me by surprise.
    • The party banter is really fun.
    Dislikes.
    So first off I understand the game isn't really geared around combat and combat is kind of just there but that's a big stumbling block for me.
    • The time attack feature feels punishing for a game that's not about skilled combat, personally, I would a; bin it completely or b; make it harder to succeed. Instead of scaling values below 1, I'd have it start at full damage, be more difficult and scale to 1.5 damage. This way it rewards the player for good use, instead of punishing the player for poor use. Much more synergetic with your game so far.
    • Enemy numbers are a little all over the place, for example, fighting 2 purple slimes at level 4 earns half XP and they are quite tanky, but fighting 3 wolves earns a ton more and I can kill the 3 wolves much quicker.
    • It's very hard to see the level requirement on the skill tree when it's grey. I had to look a couple of times to see why I could learn certain skills.
    • Had a couple of bugs like Elizars' cabin door ending the quest multiple times if I choose not to enter, slime walking on the mountain on the map where Ryder washes up.
    • I found the searching box when checking chests and barrels a little redundant.
    • The message box consistently had like one word on the top line and then used as normal was kind of strange to read.
    • Almost forgot: I really wanted to swat that fairy right outta the sky.
    All in all dude, I really enjoyed it, top 10% of RPG-maker games I've played and with a little love for the combat and some polish would be up there with the best. Personally, I think slightly tweak some combat numbers, bin the timed attacks and fix those message boxes and you'd be golden.

    You're onto a winner here.

    On the SG fighting the boss alone, I almost made the same mistake despite the warning. I'm the type that gets a sidequest and immediately goes and does it to get it out of the way, so I have a suggestion if you're patching the game.

    Arwen leaves the party as soon as we enter town, so what I'd do is have Elizars wife give that spiel but not grant the quest. Have her say strongly imply that having a party would allow the quest and then turn the quest availability on once Arwen is in the party or when the game hits whatever switch or variable when she joins.

    Its quite easy to click through a dialogue box without reading if in a hurry or if you have a text to answer or email etc... and the thing with quest journals and descriptions is never expect the player to read them, especially if it involves scrolling down or putting effort in.

    That last bit applies to everything really, if there's one thing I've learned from rm streamers it's they'll find a way to ignore something, and then complain when things go wrong but I genuinely think it's on us developers to prevent that.
    It's interesting that you say this about going and doing sidequests immediately when they're available, because in my stream I actually went down that path before I even went to town because it was off the beaten path. So I beat all the forest encounters before Arwen even considered leaving the party. XD Which was interesting, because it seems like Elizar's wife talks to you about him if you interact with her first and since I'd already killed Elizar when I found her, I couldn't talk to her at all.
  17. You can talk to her by the way @Trihan (now that you got a quest journal)
    You’ll end up completing the quests immediatey.
  18. TESTOSTERONE said:
    You can talk to her by the way @Trihan (now that you got a quest journal)
    You’ll end up completing the quests immediatey.
    I did wonder if that might be the case.
  19. This game is on my to-do list! congrats for the launch
  20. Aw thanks @Kwerty! Felt like I was On a Journey to finish it.

    And now celebrating being done
    8XLt.gif