-The collisions could have some work, because they appear in places where they are seemingly aren't there where they are supposed to be (like inside of homes and buildings). That's a technical issue.
-The combat was "standard issue" for an game made in RPG maker, though I wish it had more depth like buffs.
-About the map, there's not much to explore, even though you can find stashes, I wish there were more. It's a good incentive to make the player look around.
-How do I make the game fullscreen?
-I can tell there was little of playtesting? How? Because you can initiate a fight again, that were not supposed to be re-initiated. Try contacting the character that you already fought, you'll understand. Fun fact:If you re-initiate final fight, the game will softlock you, because the character physically cannot move where they need(for a cutscene) because of a wall.
-The plot, which this game probably relies on most. I'm not a writer, so I can't say as a proffesional. For me it seems fine, but unfinished(obviously, of course).
Now, spoilers:
Why is there a talking dog in the beginning but is never mentioned later? If you want a quest giver, just place a notebook inside MC's(I forgot his name) tent
Who are the "helpers"? Were they supposed to be Olga and Clamp?
I just realized a connection. The villiage is called "Soma"(just like the island). The people in "Brave New World" consumed a drug called "Soma", that pacified them.
There is of course something wrong with Olga, if you interact with a clock in a F2 library, or fighting with Clamp, that make it very obvious.
That forest is a maze, and I'm not a big fan of mazes. Maybe add a mechanic where the player is able to place a "marker"?
Also the forest could benefit from a simple puzzle, maybe make the player move rocks to open up the door to a cave, that they will enter? Because at current stage it's monotonous.
Thank you, whoever random stranger, for giving it a try. There's like 2 encounters in the game because I was focusing on making a story, but still tons of explorable area.
If you play it, I'm sure you'll understand that I am aiming bigger rather than smaller.
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Providing thoughts without spoilers:
-The collisions could have some work, because they appear in places where they are seemingly aren't there where they are supposed to be (like inside of homes and buildings). That's a technical issue.
-The combat was "standard issue" for an game made in RPG maker, though I wish it had more depth like buffs.
-About the map, there's not much to explore, even though you can find stashes, I wish there were more. It's a good incentive to make the player look around.
-How do I make the game fullscreen?
-I can tell there was little of playtesting? How? Because you can initiate a fight again, that were not supposed to be re-initiated. Try contacting the character that you already fought, you'll understand. Fun fact:If you re-initiate final fight, the game will softlock you, because the character physically cannot move where they need(for a cutscene) because of a wall.
-The plot, which this game probably relies on most. I'm not a writer, so I can't say as a proffesional. For me it seems fine, but unfinished(obviously, of course).
Now, spoilers:
Why is there a talking dog in the beginning but is never mentioned later? If you want a quest giver, just place a notebook inside MC's(I forgot his name) tentWho are the "helpers"? Were they supposed to be Olga and Clamp?
I just realized a connection. The villiage is called "Soma"(just like the island). The people in "Brave New World" consumed a drug called "Soma", that pacified them.
There is of course something wrong with Olga, if you interact with a clock in a F2 library, or fighting with Clamp, that make it very obvious. That forest is a maze, and I'm not a big fan of mazes. Maybe add a mechanic where the player is able to place a "marker"?
Also the forest could benefit from a simple puzzle, maybe make the player move rocks to open up the door to a cave, that they will enter? Because at current stage it's monotonous.
Thank you, whoever random stranger, for giving it a try. There's like 2 encounters in the game because I was focusing on making a story, but still tons of explorable area.
If you play it, I'm sure you'll understand that I am aiming bigger rather than smaller.