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(+1)

I tried out your game demo and it is pretty good with the basic RPG elements there. I have some things to note from playing through the demo. Apologies ahead for the amount of text here but wanted to be thorough on the feedback.

I like the analyze option though it would be convenient if it moved similar to targeting as at the moment, it moves based on the turn order from bottom to top regardless if you press W or S key. I do not know if the analyze option is part of the game or for demo use, but if it is just for demo use, you could ignore that. 

For the character skills, it would be nice to see the PP (power point cost) on the skill description when hovering over it (though you can look at the skill PP cost in the party in the menu). 

Since the game goes by turn order based on speed stat, it would be helpful to include a number or letter on duplicate enemies (like two Rosarians would be Rosarian A and Rosarian B). It won't matter too much if they have the same speed stat but if aiming for like a variance in stat of + or -1 on them or sort of aiming down a particular duplicate enemy, this could be good there. 

There are two bugs that I found when playing around (which is after patch fix). The first one is the item inventory which when you use an item, it never goes down in total for that particular item. For example, the Bathtub Pizza only has one (which I picked up once and disappears), but when used, it still has one pizza. I kinda of overused the Bathtub Pizza, but it applies to other items also so probably a number issue? (Also, I do like the small descriptions on the items but it cut offs at the bottom of the inventory so couldn't read one of them). 

The other bug has to do with the Rosarian (and Gremurin after seeing the patch fix on buff moves and trying it on them). When you enrage them (which I used Fuwawa's Prod), the game gets stuck without loading the text box at all on the start of their turn. I think it could be due to locking the moves to attacking moves when enraged but they only have one move which is a buff move, so perhaps this could be solved through a sort of replacement move.

Anyway, good luck on your game, Nyt3Bl4d3!

I’ll never complain about being too thorough, would rather have too much to consider adjusting than too little.


For whatever reason, skill cost wasn’t something I considered displaying, not sure why it slipped my mind, but I’ll see if I can work out a way to show cost without too much clutter. 


I don’t think appending some numbers to the enemy names should be too bad, but I definitely want to refine more aspects of turn display as development continues.


I’ll do some digging on the enrage mechanics, every enemy should be able to perform a basic attack like the party members, but I might have made a mistake in the enrage check for the enemy AI and it’s not going through. Probably forgot a signal call for the items as well. 

Thanks for the feedback and the best wishes on development!

(+1)

Very good start, as far as I'm concerned as a base for a combat system it works. For the party I've noticed that Collab Moves recharges really really fast, instead I've never been able to use Rebellion Mode because even without using Skills the combat ends before I can fill the bar. Of course, this is only a playable concept so it's okay, like the fact that for now EXP, Level Up and Items are superfluous since there is no progression yet. The only real problem with the current build is that when enemies use a buff the game doesn't advance to the next turn. Anyway, I'm curious to see how the project progresses visually and if there will be a story.

(+1)

Thanks for letting me know, I had to rework some of the combat system recently so I probably missed it. I’ll take a look and get a fix worked out (and probably tweak some numbers to use rebellion mode, it’s not going to be available in every fight in the release, but I still want to make it available for use in this demo).