Hi Fernyfer775, I don't plan on posting every time I have a new video but here are Parts 4, 5, and 6:
Part 4:
Part 5:
Part 6:
As for your search for a bug tester, I won't commit to being a bug tester, but I first and foremost play RPG Maker demos with the intent of finding bugs and providing the developer with feedback. I will play your game thoroughly, and provide detailed feedback when I can, but I probably won't redownload new versions that require me to start from the beginning (I won't say never though).
As for current feedback (because I don't always articulate my feedback well during videos):
Battles:
I feel like normal enemies have too much HP. While it is true that I can often complete a battle in a single turn if there is one enemy, it requires all four party members to attack the same enemy to defeat it in one turn. So far, I haven't had any fights that have more than 2 enemies, and so battles seem very repetitive with little variety. I like that you are going a "Pokémon route" with your skills: having universal skills that you then distribute to a number of different demons (ex: many enemies can learn Fury Swipes, or Body Slam, etc). But I don't find that I have to use my abilities for any strategic uses. I'm still using "whatever ability does the most damage" every turn, every fight, because enemies don't have interesting behaviours or resistances to prevent a single strategy from being applicable to all fights.
I find it interesting that stats like "Hit Rate", "Evasion", "Critical Chance", etc, increase as you level up. Is this because you've tied them to various stats?
I'm not a fan of Limit Break skills in general (they usually come across as the "easy mode" for boss fights), and so I'm especially not a fan of needing to perform key inputs to successfully use them. I understand that there is meant to be a risk/reward factor in using one (you lose a turn if you fail the inputs), but right now there other factors that conflict with it. Namely, it's hard to be fully prepared for the button inputs because there is pretty much no "wind up" time before the skill gets activated. At least in Final Fantasy X, the screen would focus on Auron preparing his attack before the button inputs showed up on screen. It gave you the opportunity to prepare for it.
Character Progression:
First off, I have yet to find a single accessory to equip to either Alex, or any of my demons. Accessories are usually the equipment slots that provide the most customization and strategic use for the player. Do they get introduced a bit later or have you yet to design them?
I really like your usage of your four sword "classes". It was especially smart of you to give all swords the same ATK and SPI stats and instead differentiate them with their "unique bonus". There is a really cool sense of progression as I get the Lv.2 versions of the swords, and seeing the CRIT Chance, or Bleed Chance go up! These types of systems get me hooked because I can't wait to get stronger and stronger swords to see my "Physical and Magic Evasion" chance increase to high levels!
I've noticed that Alex has really slow character growth compared to demons. As in, with each level up, Alex gets less stats per level than demons. I've realized that this seems to have been done to offset the permanent stat gains Alex receives for completing quests or freeing souls. However, because of this offset, I feel like anyone who chooses not to do quests (and you can be sure that not everyone is going to do quests if they don't have any interesting qualities) will have a gimped Alex. I've done every quest I've come across, and all the bonus stats that Alex has received has made him slightly stronger than my demons. I can only imagine how much weaker I'd be if I chose to skip quests.
And that leads to my next point: quests. They don't have much substance. Particularly, in Part 6, I do the "Put 5 posters on the shops in town" and it's just....not challenging, not fun, and it just feels pointless. I just run around the town, press X on the pre-marked locations, and I get rewarded for it. Quests in general tend to be difficult to make interesting (this is why I do not care for Open-World RPGs...because their quests tend to be boring and repetitive), so if I don't feel like I have enough ideas to make them interesting, or I don't want to spend the time to make them interesting, I'd rather opt to not have quests at all. This is just my opinion on quests though, and so far there's only been one quest that wasn't boring (fighting the Prick monster). I do quests because I am a completionist by nature, so even if I'm not enjoying them I still feel compelled to complete them. And by completing them, I can actually let you know when I think there's a specific problem with one of them, or a larger problem with quests in general.
Dungeons/Field
I think it's nice that I don't have to worry about random encounters, but in dungeons, the corridors are too narrow for me to sneak or charge past the red enemies. It seems counter-intuitive. Yes, by having Touch Encounters, we can now trigger battles as we please, but if you create the pathways to be so narrow that I cannot avoid the Touch Encounters, or it becomes to cumbersome to do so that you might as well fight them, then it defeats the purpose of having Touch Encounters (well, maybe not entirely, but you lose a distinct benefit that Touch Encounters have over random battles). It would be nice to widen up some of the areas.
The chase behaviour of the red enemies is also in conflict with the exploration and harvesting. If there is a red enemy within 4 tiles of a harvest tile, the enemy will start to chase me WHILE I'm extracting the herbs or rocks, and it can create scenarios where fights auto-trigger as soon as the harvest sequence ends.
Demons
As I get farther into the game and find more demons to capture, I think I'm noticing what is going to be a trend. I've only reached 2 "sets" of demons so far, but it looks like with each new Field/Dungeon I get to, there is going to be one new demon from each class (Ravager, Medic, Sabatouer, etc). And so far, the newest Ravager outclasses the previous Ravager. The newest Sabatouer outclasses the previous Sabatouer. And each new Sabatouer has mostly the same skillset as the previous Sabatouer, making the primary distinction between them their stat spreads. My problem with this is my same issue with random loot in games like Diablo or Borderlands: you can't get attached to your "weapons" (in this case, Demons) because you are constantly ditching them for the newest bestest thing you find. Maybe this is not the case in Demon Hunter, but I'd recommend considering this and seeing which route you want to go. If your intent is for the player to be "upgrading" to better demons constantly, then sure, you can go that route. Personally, I'd rather be able to keep any demon that I find "cool" and not feeling like I'm placing a handicap on myself for refusing to "upgrade" to the most recent demon of that class.