FREE Looking for Alpha Testers for an 8-Bit Casual, Auto-Battler Roguelite (working title: PIXEL PIXIE)

Ozmahunter

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Hi all,

I would like to see if anyone is interested in play-testing an 8-bit, auto-battler. A run takes 20-30 mins and the entire game can be finished in 2 hours, though I imagine it will take longer if you're figuring out how everything works.

This is an Alpha so while it mostly uses 8-bit assets, it also incorporates some default RPG maker visuals and sound effects which I intend to replace so the game is eventually more consistent with its retro aesthetic.

Engine: RPG Maker MV

Synopsis: Pixies have been hunted to near extinction due to their magical properties. An evil sorcerer finds a family of 4 pixies and manages to capture 3 of them in one fell swoop.
The last remaining Pixie flees and searches for brave heroes to mount a rescue and prevent her sister's powers from being used for evil.
Unfortunately, instead of seasoned heroes, she finds 4 kids playing by the docks... beggars can't be choosers though...
So with her magical powers and some money you make along the way, recruit stronger heroes, find mystical artifacts and save those Pixies!


Positions/Roles Needed: (Volunteer) Beta Testers. Unpaid but if desired, name/handle can be included in credits as part of testers.

My Role(s)/Position(s): Lead "Dev" & Project Manager

Download Link: (Please message me or comment here to receive a Google Docs download link)

Please also find screenshots below. Thank you!

A.png
B.png
C.png
D.png
 
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pennylessz

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I'm more of a hard core gamer, but I'd test this. Do you have a Discord? If not, you can come to mine and get some more free testers.
 

hooman

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i be down to test, but im not sure how good i'll be able to provide feedback as i dont have much experience on game making yet to see nooks and little details that needs to be pointed out.
 

Ozmahunter

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I'm more of a hard core gamer, but I'd test this. Do you have a Discord? If not, you can come to mine and get some more free testers.

Hi! Sorry for the delayed response! I do not have a discord and have never really used it. Can you advise how to join your discord? My game is now on version 0.3 and various upgrades have been made. This latest version can be downloaded here:

 

Ozmahunter

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i be down to test, but im not sure how good i'll be able to provide feedback as i dont have much experience on game making yet to see nooks and little details that needs to be pointed out.
Hi! Sorry for the delay. Been very busy with familial issues. The latest version of Pixel Pixie can be downloaded here:



As for feedback, any and all feedback is appreciated but answering the following questions would be ideal!

1. I have now made subsequent runs more difficult. Any feedback on if its too hard now, too easy or feels right would be huge.
2. Any particular enemies feel too strong/too oppressive?
3. Any class in your party feel too strong or too weak?
4. Any artifacts seem too strong or too weak?
5. Any BUGS or seemingly unintended issues/errors?

Any of the above feedback would be extremely helpful. Please let me know if you have any questions!
 

hooman

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Hi! Sorry for the delay. Been very busy with familial issues. The latest version of Pixel Pixie can be downloaded here:



As for feedback, any and all feedback is appreciated but answering the following questions would be ideal!

1. I have now made subsequent runs more difficult. Any feedback on if its too hard now, too easy or feels right would be huge.
2. Any particular enemies feel too strong/too oppressive?
3. Any class in your party feel too strong or too weak?
4. Any artifacts seem too strong or too weak?
5. Any BUGS or seemingly unintended issues/errors?

Any of the above feedback would be extremely helpful. Please let me know if you have any questions!

so i played trough it until 3rd shard run and then closed it not thinking about saves and no save was left (sad, wanted to see the 4th shard on first try)
all the things i mention under suggestions feel free to glance over, its just my opinion on certain things
so first and foremost bugs that i found
*gravitation-all with the gravity mage does attack to one enemy only.
*"on second thought" option in a cave event, orange chest makes you take the reward instead (coding miss happens)
*pyromancer seem to not be able to heal with first aid triggers
*cat/teddy offered anti venom item at start of run but didn't gave it due to it having a price tag (stated that do you want to buy it for 200 coin and no options, explained it then wasn't in the inventory)
*? cat/teddy offered a party member (assassin) as a gift at start of a run. might be intended.
*? charm triggers immediately after it is inflicted to the enemy, makes them attack itself too sometimes and skips their turn until the second come around of their turn. (might be intended)
run experiences
(had no actual game overs trough out the 5-6 runs i tested)
first run i had to use mage heal 5 times for the first biome to not die and was hitting it very close, very tough and good as it should be for a rogue lite, however after passing the first biome and getting a healer+ some good fighters, it completely turned around and party was too powerful to feel any risks, but not op. the fighters got repetitive then all resulting the same amount of dmg taken and healed.

second run (1 shard) was much more balanced from the get go due to upgrades i had and the stronger initial units. and steady progress with how tough enemies were and the party's strength. only had to use 1 full heal for the first biome
the end boss was the lady and her undead troop, which the party acted weird toward and used the hero's aoe attacks first to take out the troop then focused her with solo attacks. (suggestion 4 related)

third run(2 shard) had me using 2 tents in first biome and the difficulty rise was noticeable and to a good amount (suggestion 5 related)
didnt get to try 3rd shard because i restarted the run 3 times due once to my mistake of forgetting fighter and and 2 more because the 4th bug happened twice.
and then i was out of time.
suggestions
imo+

1-there need to be a button that pressing it lets u end the ongoing battle because sometimes you go in with wrong formation or know you are going to loose, so watching it to the end is painful.
2-the bazaar feels like it should stay around for revisiting, but i understand the gimmick of it (and loans), u have to make sure u have money before entering as of currently.
3-the first aid passives should not stack and should be replaced by an stronger regen upgrade, it feels like too much healing and removed the sense of danger. (regen vial included)
*there is room for nerfing the amount of them too.
*maybe have the heal at the end of turn go trough before status effects so their effect doesn't get swallowed by the amount of heal. (reducing the healing alone could fix this)
4-on the second run the way the battle went, all the other fights could be like that, because it felt much better.
was going to mention allowing player to choose the attacker's order each turn, but that would defeat the purpose of auto battler and the formation strategy. (however the applying first suggestion here can completely fix this)
5-3rd run got the wolf mini boss it seemed tough enough to be a mini boss but it lacked attack power, however boosting its attack power here wouldn't make much of a sense, so my suggestion would be having the second wolf to get boosted after one is killed and attack all the party twice with slightly more dmg.
*without an action booster in third run the last biome felt much more balanced and well done (even tho having a strong party still beats the enemy in 2 turns) however all their damage still was undone by the amount of healing.
6- speaking of, the action booster items did feel op and made every fight quickly finished, my suggestion for it would be having its buff only lasting for 1 turn each fight (2 turns on bosses if possible)
7- enemies should move on the map for a tile or 2 after each battle is done, to reduce the same path taken strat. (also gets mundane to do that)
8-feels like most buffer classes should alternate between buffing and doing some other action each turn, whether it be damaging enemy or focusing on one ally to take 0 dmg.
also half dmg taken feels like too big of a buff, 25% maybe be better. i am not sure on this one.
honrable mentions of suggestions
*there need to be some solo healing items aside tents, and nerf tents to heal 70% and revive. (if not adding solo healing then keep tent as is)
*ouroboros last boss had aloot of hp therefor making it really hard to beat but also very venerable to gravity shaving 30% of its hp. (and passive healing still out done all his dmg but 2)
*extra party member on each save feels like the only option one would go with, because its weight scale doesn't come close to the other buffs. (so many raise the other buffs to have much more benefits)
*maybe change the icon of guardian's provoke ability from a song to a shield, would make more sense.
*sword lord is weaker than duelist with the double action trinket due to his attacks not being in one turn, doing a 7,7,7,7 and duelist doing 8x2,8x2 however that is lower rarity.
*most classes are really creative and good. gloom enchanter is the most powerful so far but wouldn't say op alone. but with right combo yeah.

over all the game was great as it is, and if you want me to give it another shot later lmk. (i may play it on my own behalf, it was fun lol)
*dope win battle music!!
 
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Ozmahunter

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so i played trough it until 3rd shard run and then closed it not thinking about saves and no save was left (sad, wanted to see the 4th shard on first try)
all the things i mention under suggestions feel free to glance over, its just my opinion on certain things
so first and foremost bugs that i found
*gravitation-all with the gravity mage does attack to one enemy only.
*"on second thought" option in a cave event, orange chest makes you take the reward instead (coding miss happens)
*pyromancer seem to not be able to heal with first aid triggers
*cat/teddy offered anti venom item at start of run but didn't gave it due to it having a price tag (stated that do you want to buy it for 200 coin and no options, explained it then wasn't in the inventory)
*? cat/teddy offered a party member (assassin) as a gift at start of a run. might be intended.
*? charm triggers immediately after it is inflicted to the enemy, makes them attack itself too sometimes and skips their turn until the second come around of their turn. (might be intended)
run experiences
(had no actual game overs trough out the 5-6 runs i tested)
first run i had to use mage heal 5 times for the first biome to not die and was hitting it very close, very tough and good as it should be for a rogue lite, however after passing the first biome and getting a healer+ some good fighters, it completely turned around and party was too powerful to feel any risks, but not op. the fighters got repetitive then all resulting the same amount of dmg taken and healed.

second run (1 shard) was much more balanced from the get go due to upgrades i had and the stronger initial units. and steady progress with how tough enemies were and the party's strength. only had to use 1 full heal for the first biome
the end boss was the lady and her undead troop, which the party acted weird toward and used the hero's aoe attacks first to take out the troop then focused her with solo attacks. (suggestion 4 related)

third run(2 shard) had me using 2 tents in first biome and the difficulty rise was noticeable and to a good amount (suggestion 5 related)
didnt get to try 3rd shard because i restarted the run 3 times due once to my mistake of forgetting fighter and and 2 more because the 4th bug happened twice.
and then i was out of time.
suggestions
imo+

1-there need to be a button that pressing it lets u end the ongoing battle because sometimes you go in with wrong formation or know you are going to loose, so watching it to the end is painful.
2-the bazaar feels like it should stay around for revisiting, but i understand the gimmick of it (and loans), u have to make sure u have money before entering as of currently.
3-the first aid passives should not stack and should be replaced by an stronger regen upgrade, it feels like too much healing and removed the sense of danger. (regen vial included)
*there is room for nerfing the amount of them too.
*maybe have the heal at the end of turn go trough before status effects so their effect doesn't get swallowed by the amount of heal. (reducing the healing alone could fix this)
4-on the second run the way the battle went, all the other fights could be like that, because it felt much better.
was going to mention allowing player to choose the attacker's order each turn, but that would defeat the purpose of auto battler and the formation strategy. (however the applying first suggestion here can completely fix this)
5-3rd run got the wolf mini boss it seemed tough enough to be a mini boss but it lacked attack power, however boosting its attack power here wouldn't make much of a sense, so my suggestion would be having the second wolf to get boosted after one is killed and attack all the party twice with slightly more dmg.
*without an action booster in third run the last biome felt much more balanced and well done (even tho having a strong party still beats the enemy in 2 turns) however all their damage still was undone by the amount of healing.
6- speaking of, the action booster items did feel op and made every fight quickly finished, my suggestion for it would be having its buff only lasting for 1 turn each fight (2 turns on bosses if possible)
7- enemies should move on the map for a tile or 2 after each battle is done, to reduce the same path taken strat. (also gets mundane to do that)
8-feels like most buffer classes should alternate between buffing and doing some other action each turn, whether it be damaging enemy or focusing on one ally to take 0 dmg.
also half dmg taken feels like too big of a buff, 25% maybe be better. i am not sure on this one.
honrable mentions of suggestions
*there need to be some solo healing items aside tents, and nerf tents to heal 70% and revive. (if not adding solo healing then keep tent as is)
*ouroboros last boss had aloot of hp therefor making it really hard to beat but also very venerable to gravity shaving 30% of its hp. (and passive healing still out done all his dmg but 2)
*extra party member on each save feels like the only option one would go with, because its weight scale doesn't come close to the other buffs. (so many raise the other buffs to have much more benefits)
*maybe change the icon of guardian's provoke ability from a song to a shield, would make more sense.
*sword lord is weaker than duelist with the double action trinket due to his attacks not being in one turn, doing a 7,7,7,7 and duelist doing 8x2,8x2 however that is lower rarity.
*most classes are really creative and good. gloom enchanter is the most powerful so far but wouldn't say op alone. but with right combo yeah.

over all the game was great as it is, and if you want me to give it another shot later lmk. (i may play it on my own behalf, it was fun lol)
*dope win battle music!!
THANK YOU for all your kind feedback, detailed experiences and suggestions! I'm sorry you lost your progress, that is a headscratcher as the game should be autosaving but I have reworked the placement of the EnableAutosave plugin command to ensure it is enabled anytime you enter the hub room.

The only bug I was unable to figure out was the Pyromancer not healing based on artifacts as the artifacts are targeting all classes, including the Pyromancer. If you encounter this issue again, any additional details such as what artifacts you had in tow would be very helpful.

Otherwise, all other mentioned bugs should now be resolved and I have implemented every one of your suggestions that won't require significant back end changes.

If you are interested in playing the updated version, please find it here:



Here's a summary of the changes:


Version 0.3.1:

BUG FIXES
- Gravity Mage's "Gravitall" spell only hit one target. Now correctly targets all foes.
- Legendary chest (high gold event) no longer triggering when player selects "On second thought"
- Early gift not received when "AntiVenom" selected. Now working.
- Autosave should now automatically enable when starting a new game.

CHANGES
- Healing classes nerfed
- Cleric - No change
- Healer - Heal changed from 5hp to all -> 4hp to all
- Valkyrie - Heal changed from 7hp to all -> 5hp to all. Will still heal negative statuses.
- If battle continues for 15 turns, player will receive the option to quit run (will help in the event battle is stalled, for example, with only healers alive in party).
- Player can now leave Bazaar and come back if they desire. Bazaar will disappear whether player interacts with it or not once 1st boss is defeated.
- Changes to Protector and Soothsayer
- Protector ability changed from "Apply Protect to party for 2 turns (phys. damage cut in half) to "Heal party 1hp. Apply Protect for 2 turns (phys. damage reduced by 33%).
- Soothsayer ability changed from "Apply Shell to party for 2 turns mag. damage cut in half) to "Heal party 3hp. Apply Shell for 2 turns mag. damage reduced by 33%).
- "Heal Sauce" item added to game. Mobs will randomly drop it. Restores 15hp to one party member when used on world map (consumable).
- Updated Guardian icon to shield (to represent "Taunt" ability)
- Duelist class nerfed. Damage reduced from 8 x 2 to 6 x 2 per turn.
- Regen artifacts and damage reduction artifacts nerfed
- Med Kit regen reduced from 10% to 5% max hp
- Med Kit + regen reduced from 20% to 10% max hp
- Regen Vial regen reduced from 30% to 20% max hp.
- Light Curtain damage reduction changed from 15% to 10%.
- Heavy Curtain damage reduction changed from 30% to 20%.


Thank you again for your feedback!
 

hooman

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THANK YOU for all your kind feedback, detailed experiences and suggestions! I'm sorry you lost your progress, that is a headscratcher as the game should be autosaving but I have reworked the placement of the EnableAutosave plugin command to ensure it is enabled anytime you enter the hub room.

The only bug I was unable to figure out was the Pyromancer not healing based on artifacts as the artifacts are targeting all classes, including the Pyromancer. If you encounter this issue again, any additional details such as what artifacts you had in tow would be very helpful.

Otherwise, all other mentioned bugs should now be resolved and I have implemented every one of your suggestions that won't require significant back end changes.

If you are interested in playing the updated version, please find it here:



Here's a summary of the changes:


Version 0.3.1:

BUG FIXES
- Gravity Mage's "Gravitall" spell only hit one target. Now correctly targets all foes.
- Legendary chest (high gold event) no longer triggering when player selects "On second thought"
- Early gift not received when "AntiVenom" selected. Now working.
- Autosave should now automatically enable when starting a new game.

CHANGES
- Healing classes nerfed
- Cleric - No change
- Healer - Heal changed from 5hp to all -> 4hp to all
- Valkyrie - Heal changed from 7hp to all -> 5hp to all. Will still heal negative statuses.
- If battle continues for 15 turns, player will receive the option to quit run (will help in the event battle is stalled, for example, with only healers alive in party).
- Player can now leave Bazaar and come back if they desire. Bazaar will disappear whether player interacts with it or not once 1st boss is defeated.
- Changes to Protector and Soothsayer
- Protector ability changed from "Apply Protect to party for 2 turns (phys. damage cut in half) to "Heal party 1hp. Apply Protect for 2 turns (phys. damage reduced by 33%).
- Soothsayer ability changed from "Apply Shell to party for 2 turns mag. damage cut in half) to "Heal party 3hp. Apply Shell for 2 turns mag. damage reduced by 33%).
- "Heal Sauce" item added to game. Mobs will randomly drop it. Restores 15hp to one party member when used on world map (consumable).
- Updated Guardian icon to shield (to represent "Taunt" ability)
- Duelist class nerfed. Damage reduced from 8 x 2 to 6 x 2 per turn.
- Regen artifacts and damage reduction artifacts nerfed
- Med Kit regen reduced from 10% to 5% max hp
- Med Kit + regen reduced from 20% to 10% max hp
- Regen Vial regen reduced from 30% to 20% max hp.
- Light Curtain damage reduction changed from 15% to 10%.
- Heavy Curtain damage reduction changed from 30% to 20%.


Thank you again for your feedback

no worries about the save lost, the auto save seem to be working on the old version, i just had to create a save to begin its process which was the thing i forgot.
the changes sound awesome, cant wait to check them out. (duelist nerf makes me sad but! it is for the best)
the pace you made all these changes is amazing :kaojoy:

edit: here is couple more things i noticed on the old version
*second run after dying to boss on first run, there is no boss in first biome anymore
*same with green mage not being present at 2nd biome rather staying at first place (same run)
green mage fixed it self on the next run, being at 2nd biome while party at it and disappearing from first biome because it was cleared.
*doom mech gave 1 grape when the info book says 3 should be the correct amount (i might be misremembering)
3rd biome flying genie sometimes doesn't drop a grape as stated (it might just be random & intended)
*zombie lady boss fight, heroes still acted completely out of order.
*i think it is intended for the vampire event to take your max hp? but it just damages you for 10-30% of ur max, which is easily healed.
*i am able to buy all the items everytime i get to the teddy bear's shop and have 5k more to spare after. resulting in a high advantage everytime.
*when both starting recruits are unlocked it shows the silhouette of the person like the upgrade icon..
opinion on things
the tanky turtles feel much more balanced than other enemies, they take 2 full round turns to kill with an average party because of their dmg reduction.

mage feels like it needs just 1 more max hp.. but that is their class's disadvantage so idk.

still think action booster is overpowered to some amount, and should apply to 1 unit of choice
 
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hooman

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THANK YOU for all your kind feedback, detailed experiences and suggestions! I'm sorry you lost your progress, that is a headscratcher as the game should be autosaving but I have reworked the placement of the EnableAutosave plugin command to ensure it is enabled anytime you enter the hub room.

The only bug I was unable to figure out was the Pyromancer not healing based on artifacts as the artifacts are targeting all classes, including the Pyromancer. If you encounter this issue again, any additional details such as what artifacts you had in tow would be very helpful.

Otherwise, all other mentioned bugs should now be resolved and I have implemented every one of your suggestions that won't require significant back end changes.

If you are interested in playing the updated version, please find it here:



Here's a summary of the changes:


Version 0.3.1:

BUG FIXES
- Gravity Mage's "Gravitall" spell only hit one target. Now correctly targets all foes.
- Legendary chest (high gold event) no longer triggering when player selects "On second thought"
- Early gift not received when "AntiVenom" selected. Now working.
- Autosave should now automatically enable when starting a new game.

CHANGES
- Healing classes nerfed
- Cleric - No change
- Healer - Heal changed from 5hp to all -> 4hp to all
- Valkyrie - Heal changed from 7hp to all -> 5hp to all. Will still heal negative statuses.
- If battle continues for 15 turns, player will receive the option to quit run (will help in the event battle is stalled, for example, with only healers alive in party).
- Player can now leave Bazaar and come back if they desire. Bazaar will disappear whether player interacts with it or not once 1st boss is defeated.
- Changes to Protector and Soothsayer
- Protector ability changed from "Apply Protect to party for 2 turns (phys. damage cut in half) to "Heal party 1hp. Apply Protect for 2 turns (phys. damage reduced by 33%).
- Soothsayer ability changed from "Apply Shell to party for 2 turns mag. damage cut in half) to "Heal party 3hp. Apply Shell for 2 turns mag. damage reduced by 33%).
- "Heal Sauce" item added to game. Mobs will randomly drop it. Restores 15hp to one party member when used on world map (consumable).
- Updated Guardian icon to shield (to represent "Taunt" ability)
- Duelist class nerfed. Damage reduced from 8 x 2 to 6 x 2 per turn.
- Regen artifacts and damage reduction artifacts nerfed
- Med Kit regen reduced from 10% to 5% max hp
- Med Kit + regen reduced from 20% to 10% max hp
- Regen Vial regen reduced from 30% to 20% max hp.
- Light Curtain damage reduction changed from 15% to 10%.
- Heavy Curtain damage reduction changed from 30% to 20%.


Thank you again for your feedback!

report on the new version
needed fixes/somewhat bug
*description of heavy curtain needs a update now
*1st market didn't go away after finishing first biome
*the legendary chest event was fixed but had caused the unit option to be taken without a choice as the interaction happened.
*second market appeared on a different spot than other times this time (4th run) (figured out the reason was due to higher shards, however after coming out it spawns you back at its original square)
*no traces of "heal sauce"
*first aid's regen 5% doesn't heal 1 hp minimum. because most max hp's are under 20 without other items, 5% of 19 or lower results to smaller than 1 and it rounds them down to 0. (but i guess its good for difficulty rise?) (code wise can be changed to 4%+ 1 flat)
^however the stacked effect of all the regen items together still are very significant
*gunslinger's actor showed the picture of elf archer as it was purchased in market.
*second market disappeared after it was used.
*if you stay long enough on win screen the music changes to another track.
*final boss at 4 shard, fairy stated ur party is fully hearled but 4 memebers were at 1 hp and 2 at full hp.
^sage completely negated final boss's damage after first round.
^true form did 2 dmg per attack. (50% dmg reduction from sage, 30% dmg reduction from items)
couple opinions
soothsayer is a very good unit now and does not feel like it needs a change (same with its counterpart) however comparing them with cleric and healer is now basically not worth to take
considering cleric is uncommon that makes sense and the unit still have its uses
but the healer being epic quality means it should do something extra now to feel on par with others. (like boosting attack power if healing brought you at full hp)
Valkyr nerf was good.
shopkeeper was a cool secret character with enormous max hp.
 

Ozmahunter

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*description of heavy curtain needs a update now
fixed

*1st market didn't go away after finishing first biome
I believe this is fixed, though the root seems to have been related to the game being started on 0.3.0 and then continued on ver. 0.3.1. Should work normally in new games

*the legendary chest event was fixed but had caused the unit option to be taken without a choice as the interaction happened.
**Any chance you can elaborate on what happened here? I cannot seem to find any issues with the logic behind the Legendary chest and I'm not sure I understand what you are describing. You examined the chest and got a unit instead?**

*second market appeared on a different spot than other times this time (4th run) (figured out the reason was due to higher shards, however after coming out it spawns you back at its original square)
The 2nd markets location was updated but I have now corrected it so it sends you to the correct spot when you leave.

*no traces of "heal sauce"
Heal Sauce only programmed into 1st run in error. Now subsequent runs will have it appear as a random drop during combat.

*first aid's regen 5% doesn't heal 1 hp minimum. because most max hp's are under 20 without other items, 5% of 19 or lower results to smaller than 1 and it rounds them down to 0. (but i guess its good for difficulty rise?) (code wise can be changed to 4%+ 1 flat)
^however the stacked effect of all the regen items together still are very significant
Regen now should round up and always heal minimum 1 HP.

*gunslinger's actor showed the picture of elf archer as it was purchased in market.
fixed

*second market disappeared after it was used.
intended but updated text at 2nd market to indicate this will happen.

*if you stay long enough on win screen the music changes to another track.
This is at a glance an engine limitation as it uses a sound effect file instead of a music file for
the battle fanfare, but I'm sure this can be overcome with a little research. It is for now, still behaving as reported.


*final boss at 4 shard, fairy stated ur party is fully hearled but 4 memebers were at 1 hp and 2 at full hp.
fixed

^sage completely negated final boss's damage after first round.
damage reduction nerfed from 50% to 33% to match Protector and Soothsayer

^true form did 2 dmg per attack. (50% dmg reduction from sage, 30% dmg reduction from items)
still stacks with items but hopefully Sage nerf plus artifact nerfs will reduce total reduction... may require further nerfs in future.



couple opinions

soothsayer is a very good unit now and does not feel like it needs a change (same with its counterpart) however comparing them with cleric and healer is now basically not worth to take
considering cleric is uncommon that makes sense and the unit still have its uses
but the healer being epic quality means it should do something extra now to feel on par with others. (like boosting attack power if healing brought you at full hp)
Valkyr nerf was good.
Healer now heals 4 hp plus gives party Regen that heals 1hp per turn.

shopkeeper was a cool secret character with enormous max hp.
Thank you, they are a tanky secret character with solid damage. May rework in future to make more interesting.

Latest version can be downloaded here if you are intested:



Thank you so much for your feedback, it has been an enormous success and I would be more than happy to feature you in the credits as a QA Tester and can plug any site you would like to plug. Thanks again!
 

hooman

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**Any chance you can elaborate on what happened here? I cannot seem to find any issues with the logic behind the Legendary chest and I'm not sure I understand what you are describing. You examined the chest and got a unit instead?**
so the chest's event was fixed completely.
same room, when you interact with the other option which is taking a unit
it just gives you the unit after the text. or there might have been a one time bug that did that for me

and oh i actually dont want to be credited :)
maybe in future having a item in game by my idea, that be cool. otherwise thanks
i just thought to help
 

TRIDIUM

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Yeah, I'll playtest.
Can you send me the link?
 

EonRDK

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Heya ! Would like to test it if you are still giving the beta version :)

Tried the latest one, the enemies are doing 50 damage while my hp is 10...
 
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Ozmahunter

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Heya ! Would like to test it if you are still giving the beta version :)

Tried the latest one, the enemies are doing 50 damage while my hp is 10...
Hiya! Yes there was a bug with how character's HP was set back to default after a run. I now use the existing Initialize functionality and I believe this has resolved the issue.

Here's the latest version:



All feedback is appreciated! Thank you!
 

EonRDK

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Hiya! Yes there was a bug with how character's HP was set back to default after a run. I now use the existing Initialize functionality and I believe this has resolved the issue.

Here's the latest version:



All feedback is appreciated! Thank you!

A suggestion:
I think having an option/choice whether to get Gold or a Hero to join you is better than making them fixed.
 

Ozmahunter

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Hi EonRDK,

For the first 6ish versions, players had to choose a character or gold. Per feedback, players would practically never choose gold over a new character as the impact of a new character what too big. The same seems to happen with the Pixie boons, as players pick an additional character space the vast majority of the time.

The next version will force players to choose between different routes and will therefore need to make decisions between accessing new characters, items, gold or shops so I do agree these should be decisions for players.

Thank you for your feedback
 

Andronius

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I'm playing your game while there's progress on another I'm following, that uses the same retro pack! :kaojoy:Thanks for sharing!

A very interesting, strange, and super fun concept! I'm thankful to see more of this 8-bit pack, at least some char portraits, tile-sets, enemies etc.

(Oof! speaking of enemies, some of them hit like a truck and feel A BIT TOO RNG! Like those groups of 4 monkeys hitting for 40HP or more TWICE! EACH! if they all randomly focus on one or two chars, they're totally obliterated in a turn, so I'd have the Witch or someone sell more Tents and Reviving Hearts, or also make Tents and Hearts random rare battle drops). You already have white and red skulls on the map to somewhat point out difficulty. I'd appreciate some green ones in possible, to simbolize ''easy'' battles (not like there's any truly 'easy' battle, but you know)

Oh! I've only found ONE revive heart. Is this by design? Fortunately so far I have not needed more!

After Gob Gob!.jpg

I have much feedback, but so far, just couple ideas:
* Liked the music. Always disliked that Menu "accept" sound, it's so high-pitched, and one has to hear it so often all the time while in the menu for items and party formation, that ends up making my ears bleed!!! :kaoswt: lol (no, seriously, another ''accept'' sound would be a great change :kaocry:
* Why not use the packs' animations instead? I know animations are not the games' focus or anything but felt so odd not seeing the animations from the pack.
* Witch: I believe healing price jumped from $200 to $500! if so, a bit too pricey.
* I stopped playing with the four starting "child" chars a while ago, but they are just standing there in the party rooster without purpose... I'd try to give them some use or smth, for instance:
- sacrifice one of them to the witch in exchange for one full party heal
- sacrifice one of them to the bandit dealer/loaner in exchange for the $1000 loan payment
- sacrifice one of them to the bandit dealer/loaner in exchange for another char ($200) or a Discount (as part of payment) for a good char like the gunslinger or smth
- sacrifice one of them in exchange of a tent
- sacrifice one of them to Gob Gob for the $500 bet, speaking of which...
* Gob Gob dice is rigged!!!:kaolivid: I bet $1000 with the ****ing bastard, $100 each time. The damn clown ALWAYS got 5 or 6! He won every single time! There should be a third dialogue option after losing, which is to fight GobGob mini-boss and get the money back!
LoL :kaoangry: aside from that I appreciated that scene, and the mechanics and game concept.

I've recruited these chars so far and I like them all:
1684737917685.png

I haven't died, so I have not used the Grapes for upgrades.
The Cleric is super squishy! all my healing potions are consumed by her all the time.
The Assassin feels like a 'Child' char, even with the poison, almost never use him 'cause he feels too weak, idk, too dull, but giving him a High Evade chance would make him much more attractive.

Regarding dialogue, I found it hilarious and refreshing! Fit for this game concept :kaojoy:
1684739805768.png
1684739905710.png
1684739983603.png
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LMFAO!! and the Bandit/Dealer/Loaner gangsta' style made me laugh so much!

Ok! Reached NG+! This shall be interesting balance-wise
if Vanilla Noob run was quite challenging, and very RNG, i'm wondering how 'evil shard runs' will be, regarding balance, and I'm guessing we'll have to get much more money! to make it interesting! By the way, I chose "Traveling Merchant" for the first Grape Robbery! (11 grapes is so pricey, and 3 whole grapes for upgrading the child class, which one never wants to use! I'd say TWO grapes to upgrase ''child'' class, and reduce all other prices by -1 grape)
1684740902058.png

Off! Now I see just 1 shard raises difficulty by quite a lot! I'm almost dying after the first bloody battle!
btw, I had another wondeful idea for these little event maps:
1684741423631.png
I would 'hide' some rewards in them! just to reward idiotic players who, like me, are trained by decades of classic RPGs to EXPLORE everything, click on EVERY SINGLE thing on maps, just like I did on yours trying to find some hidden secrets! for instance, you could place somewhere on these minipas, idk, some healing potions, a reviving heart, some money on those tree stumps, something. Just an idea, to make these little maps more interesting-

OMG! :kaoswt2: Random Events! Love those!
This encounter reminds me of that card in Hand of Fate 2, where you find a strange stranger that asks you the very same unusual question, to give him part of your life/soul/blood/hard earned and scarce HP in exchange for... what?
1684743843217.png
I'm gonna go for 30%! Hope it's not like the ****ing rigged clown!

1684744043309.png
For 30% of my hard earned and very scarce and needed HP I'm expecting either a Legendary Char (himself) with an absurdly OP AOE heal/drain, OR an absurdly OP permanent (for ALL runs) Buff which heals the entire party every turn for 30%HP!

1684744194877.png
It really was... so, what do I get? :kaoback:

1684744252480.png
YEY!!! :kaoluv: Demonic Servants! I expected no less! Excellent!

1684744365805.png
1684744395734.png
1684744420661.png
1684744447042.png1684744465555.png
And this is a well designed random event! I expected no less, for 30% of my whole party's HP!
Any less would have been outrageous and frankly insulting to your players!
I'm satisfied, well done @Ozmahunter !

Well, some ideas on the Vixen class...
I love the idea of the Vixen charming enemies, but she's too weak! She's always dying!
Not only her skill is single target, but not always works! This was a battle where the Vixen could have been of great help IF:
* her skill would target all enemies with at least 50% chance of charming them
* her charm spell would last for more than 1 turn (make it at least 3 turns, she's so weak!)
1684745266907.png

Not even with the mightiest healers and a protection spell she managed to survive, and now I'm out of dmg output... :kaoswt:
1684745403219.png

This, is superb game design, thank you for including it! Indeed, without dmg output, the battle has been going for a while now...
1684745432837.png

OF COURSE I CONTINUE! I DIDN'T SAVE IN THE STARTING AREA! I'M PLAYING PERMADEATH!
(thank you for foreseeing this situation and giving the player the option to continue, regardless of how sluggish the battle is!)
1684745454073.png

20HP dmg each turn with "Child Punch" :kaosigh:
1684745566177.png

But we made it in the end, Yey!!
1684745633919.png

I don't think I'll be using much the Vixen: either she dies always, OR, when miraculously she manages to actually charm someone, then it's immediately killed by another party member so, useless... it'd be really helpful if she would act first always, before ANY other char, AND her charm skill would be AOE, and the status effect lasted a bit longer, imho.

Found a Bug! (I think!)
Not sure if a Bug or an overlook, but bought the super expensive $1000 Sandals at the Bazar, that make party members act TWICE at the beginning of each turn, however the Protector is always acting only ONCE! Despite all other chars acting twice as intended by this rather expensive sandals!
1684747603815.png

Ah! The traveling merchant, at last! Let's see the prices!
1684748369436.png
LOL!
1684748395963.png
Aha! Here they are! The super expensive sandals! They're not working properly! It says "all party members act an extra time PER TURN!!" however what I'm experiencing is they act twice JUST ON THE FIRST TURN of the battle, AND not all of them, like with the Protector (who doesn't even act twice on the first turn). Something weird is happening there with the sandals!
1684748491593.png
These upgrades are all great, but I don't understand yet if they work just for this run or FOREVER, like permanent upgrades
(Geez! for $2,000 gold, like the Heavy Curtain, these upgrades should really be permanent! especially if one can only unlock, if lucky, 1 per run)
1684748754203.png

OMG! More Random Events! Love those!
1684749642160.png
Nothing on the well....
1684749759480.png
OMG such a wholesome wizard tower (and with clickable objects for once!), and she's adorable!....
...:kaoswt: i have the feeling something dreadful is gonna happen now lol
1684749860149.png
Knew it...
1684749919379.png
She didn't believe me! >:(
1684750041487.png
Tried changing party formation... tried showing her some relics...
1684750250893.png
What's one supposed to do here! :kaodes:
1684750376639.png
Yey! I'm loving your random world events!!!
1684750421497.png
:kaopride: I'm getting addicted to this game and the troll logic of everything and batshitcrazy dialogues and mechanics lol! :kaojoy:
1684750640446.png
Lovely! :kaoluv:

Well, regarding balance, I think if all these super expensive relics and super pricey upgrades I've been buying are permanent, then it'll be possible!
1684750992998.png

Second world boss! (I think) :kaoswt:
1684751462152.png
Necromancer!
1684751548401.png
Well, to be fair she went down rather quickly... I'm always hesitant to give any feedback to many anything harder in games (there's already a widespread trend to make everything ''super hard'' for the ****ing sake of it), but in this case what happened was that FOR ONCE rng gods were in my favor, i had all the relics, and all heroes targeted the necromancer in succession so my advice would be: DON'T make her ''harder'', don't increase her HP, don't decrease the heroes attacks, JUST make it impossible to hit her BEFORE killing the zombies, like a zombie wall; once rid of them, then make it possible for heroes to target her, and she can summon more zombies or smth every 3 turns or smth. Just my two cents)

1684752146414.png
YEY!
1684752201602.png
LMFAO!
1684752292276.png
Excellent! So the game IS counting! Awesome game design!

Well... just started NG+2 (meaning third run, now with 2 Evil Shards) and
After the first battle my four "child" units are all half-dead already
1684752788394.png
And with the mere 7 grapes I got on the previous run I couldn't buy but a Revive Heart and a Tent, so it's more or less over already.
And I didn't save when leaving the starting area the first time... what a pity! If I had known...
1684752907935.png
MORE GRAPE DROPS are needed!! Also, some PERMANENT upgrades besides Grapes!! Otherwise it's really impossible to finish it... :kaocry:
1684753102279.png
Nooo! What a rotten luck! for my first char I got the damned VIXEN!! Speaking of which, I notice the enemies she charm make no dmg, just 2 dmg to other enemies, literally! why? at least the charm should ALWAYS work, and enemies should make normal dmg to themselves!
1684753574238.png
Noooooo!!! :kaolivid: Got GobGob as first random event, and lost ALL!!!! AAARGH!!!
1684753744619.png
As usual, she dies!!
1684753777609.png
Managed to kill THE FIRST AREA skeleton, but at high cost! This second run, with two evil shards, is totally cursed!
What happens now if my whole party is killed (and it seems it will)? loose all progress? I'm fearful and nervous now...
1684753922555.png
NOOOO!!! :kaomad3: for second char I also got another useless one! Why fighter! :kaosigh:
Now I only have money to heal at the witch...
1684754052636.png
Can't even afford a decent char at the bazaar...
1684754132245.png
this is the only way, to get a healer at least :(
1684754889740.png
Well... with the LOAN AND some masterful playing AND buying the Protector and Soothsayer AND the small 5PH regen AND paying the robbing Witch *****, I managed to return my party from the brink of death, and perhaps will survive a bit more, but what will happen when the difficulty curve rises again? How much grind will be needed to get some grapes and make the party semi-resilient to survive reasonably?

well, gotta rest now a little, played your game too many hours straight (also part of the feedback!).
before i leave, another great idea could be to change somehow the world music for each area; since it's a semi-open world you're using, I'm unsure on how to achieve easily (perhaps with that Yanfly plugin for areas/terrain/smth? or via events or somehow? so there's a little varierty for the music, much needed for the grind in the NG++ etc. and then you have some nice track for the first forest area, another one for the desert, etc.).

Cheers! Will continue feedback later! :3
 
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hooman

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wow that's amazingly good report. (a little thing about the bear shop, its purpose is that he overprices all items in 2 times their price i believe? hinted by his dialog , so its like a way for you to have a easier way through the third biome using all that unused money. permanent stuff are only with grapes)
you caught couple of the things i was going to mention too, so gonna scratch those on my next feedback lol.
 

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