ShadowDragon

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below that tower, on the bottom where you could go south.
that tree is also a battle which drop the item you need.

it can make battles easier I think as if you attach the item, it
will heal the user for the attack you dealt, not much, but still
helpful.

I do get the map, but I cannot find it's location, which I might know where,
might replay it to check if I can find it though.

maybe it's not reachable in the demo and only a full game, as you might need to
north which is unreachable at this point.
 

ToshTrufeld

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I've finally finished the demo. Here is some feedback for you.


  • (++) The atmosphere is simply breathtaking, and the setting is splendid. I was absolutely immersed into the world.
  • (++) The mapping, the lighting, the wild life moving around, these are some of the most beautiful maps I've seen. Parletto is just out of this world.
  • (+) Your use of zoom is really clever and well executed. Zooming out on bigger maps like the city made it much easier to navigate my way around and I did not feel lost at all while exploring around.
  • (+) Mystery is really well executed. There is some really weird stuff going on and I've no idea what the heck is going on and I kind of want to learn more.
  • (+) The way you used flashbacks is absolutely brilliant. So much so, that I am penciling this into my to-try bucket. The character also narrating as you play through the flashback is...well I already said it, brilliant.
  • (+) NPCs were interesting, with their stories to tell, secrets to hide. It felt like a city full of mystery.
  • (+) I was very much invested in Dorothea's story. It was really well done, really WTF is going on. I was bummed when I couldn't get to the bottom of it.
  • (+) I could see myself in the mirror in the hotel, and that was like REALLY cool! I've only seen that in TSR's screenshots showing off his plugin.
  • (+) Save (almost) anywhere. Couldn't save during flashbacks. Think about adding that.

  • (-) Main character. She is... flat. She is not very likeable and would like more development from her.
  • (-) Dialogue. Holy smokes there is A LOT to read, and to be honest, I did not read all of it. It's also purely made to advance the story. It's missing pizzazz (no pizzas mind you). Especially when the doctor and MC talk.
  • (-) I was getting absolutely frustrated when my attacks would miss. They missed too often, even the feints. Please look into it.
  • (-) Difficulty-wise, the game starts out ok, and then rockets up in difficulty mostly due to running out of money and not enough healing items to find. Everything felt so expensive.
  • (-) So yeah, money is hard to acquire and why can't I sell rat scraps and other loot? Also why even have a Sell option on all the merchants when only the travelling peddler will let you sell?
  • (-) While battle system is ok, balancing needs some work. The rat duchess triple strike is brutal. 240 to the MC if she takes it all. Just no. Needs nerfing. I found myself using that IMBA when I made it to the hotel basement because fighting just got too difficult.
  • (=) I felt there were too many different statuses and items to heal them.
  • (=) Where the heck do I fully recover prior to the hotel? The broken tower outside Parletto did not seem to work. Is it a bug? (Will add to bugs)
  • (=) I noticed not all shop-keepers have shop menu faces / busts. I guess that's on your to-add list.
  • (=) I'd suggest doing a full heal on level up, and re-designing the battle victory and level up scenes. But those can be added later in development timeline.
  • (=) Prior to completing the hotel basement, why make me walk around here?
View attachment 278938

  • Nothing game crashing, so great job there!
  • When you talk to the main church guy, the game zooms out while you are still inside.
  • If you return from the hotel basement prior to completing it, the furniture covering the hole is back in place and the MC and this dresser become one.
  • In the tailor shop, the lady wearing all black leaves the shop. But if you immediately come back inside, she is still there.
  • After staying the night at the hotel (while waiting to the boat), if you talk to the same lira-exchange man, the gab window will again tell you to go stay at the hotel for the night.
  • Saying "no" to the boatman does not zoom the game back out.
  • I went to the broken tower outside Parletto, and used the green liquid vase. It said I was recovered... but I wasn't.
  • When talking to the prior mortician, the wrong face graphic is used in this phrase.
View attachment 278939

Final playtime: 3 hours 35 minutes (but I had a few game overs, so we can call it 4 hours).

TL;DR: What a beautiful immersive city you've created. It's full of life, interesting characters and mystery. The game has commercial quality written all over it. Mystery genre is not something I play, but this mystery is really well done and kept me going until the end of the demo. If you can make the dialogue more engaging and the main character more endearing, this game could be an RPG Maker gem.

P.S. You may want to rethink the "rat mutants"... it felt a bit out of place.
Wow, thanks a lot for this thoroughful feedback! The bingo sheet is hillarious.

Regarding your suggestions and critiques (which I find very useful and I'm really grateful for them):
- I have penned a huge backstory for Triché, designed to explain why she behaves herself that way and tightly intervined with the main plotline (you can see a glimpses of it in the Duchess' speech or with the dress at the Salon), but wanted to keep it for the full game. Aparently, I should give her more personality here, right from the beginning.
- I'm aware of the superfluous text-heaviness (the first draft was even more wordy), since dialogues here are full of Romanticism and Renaissance literature references, but you're right, it needs to be shortened more in some places.
- Regarding the battle difficulty, I've got different opinions here, some people, on the contrary, found it too easy to beat. The Duchess was meant to be challenging and requiring thoughtful tactics, but the balance in general (and yes, especially the MISS probability!) should be revised.
- Сoncerning the lack of money, you can easily raise it selling gold chunks, but you're right - it is pretty unrealistic at least, that an intelligence officer, acting by the direct orders of the ruler, is short of money. I'm thinking of giving her an advance payment at the Residence.
- A vial at the Whisperess tower heals negative statuses only, not HPs (the Whisperess points at this fact in her comment). But you can fully heal yourself at the church. But for money :cutesmile:.
- Anthro rats are a direct reference to Hoffmann's The Nutcracker and the Mouse King, since Hoffman is one of the main sources of inspiration for me and my carnival setting here. You can also see the Anthro tripe-sausage warrior in the Bestiary concept art in the first post - which is a reference to Francois Rabelais' Gargantua and Pantagruel. That is how I see this world of mine.

Thank you again for playing through and your great review, will try to meet the expectations!
 
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ToshTrufeld

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below that tower, on the bottom where you could go south.
that tree is also a battle which drop the item you need.

it can make battles easier I think as if you attach the item, it
will heal the user for the attack you dealt, not much, but still
helpful.

I do get the map, but I cannot find it's location, which I might know where,
might replay it to check if I can find it though.

maybe it's not reachable in the demo and only a full game, as you might need to
north which is unreachable at this point.
It is totally reachable in the demo, try to
add green lenses to the Becco's headgear through Arsenal (the same way you did with the blood jewel and Divey) and read the map once again.
 

ShadowDragon

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@ToshTrufeld I saw those glassed, but didn't bought them, I didn't know they
have different effects, will test them out though :)

I assume you can only loot/find it when you have the said item?
 

ToshTrufeld

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@ToshTrufeld I saw those glassed, but didn't bought them, I didn't know they
have different effects, will test them out though :)

I assume you can only loot/find it when you have the said item?
No, you can just test your luck and try to dig the treasure from the right spot without the map at all. But of course by saying "to dig" I mean you need another tool from the Blacksmith ;)
 

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one that I didn't have as well :p but good to know, if they can break,
I need a few by than.

you did a good job making it nicely, not easy to get without the proper tools
to find stuff ^^
 

ToshTrufeld

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one that I didn't have as well :p but good to know, if they can break,
I need a few by than.

you did a good job making it nicely, not easy to get without the proper tools
to find stuff ^^
You can also try to open that chest near the Residence if you'll have a moment. There is a "tool" for a poetry/weapon crafting mechanic (you can create a new pole arm for Triché, and it will be crucial mechanic in the full game) and a piece of plot-important lore too.
 

ShadowDragon

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I got the treasure map, with the glasses, and when looking without them,
I saw it had 2 images over them (like it should be on the right side).

I can say, this is very clever way of doing it :)
but I hate what you did on the chest, but no idea what the item can do or used
for a quest later.

I lost minimal progress on my last save when I got the boat, but there are
a few quests open, like:

helping the old guy with the bones (I think he want just to sleep),
Gunter with the deer horn above the door (which is not available)
didn't check if I could enter it otherwise in the full game.

and 1 other quests (which just complete when getting on the boat,
+ 1 or 2 that require the full game (5 quests open).

I think there will be more treasures to be found in the full game
 

ToshTrufeld

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I got the treasure map, with the glasses, and when looking without them,
I saw it had 2 images over them (like it should be on the right side).

I can say, this is very clever way of doing it :)
but I hate what you did on the chest, but no idea what the item can do or used
for a quest later.

I lost minimal progress on my last save when I got the boat, but there are
a few quests open, like:

helping the old guy with the bones (I think he want just to sleep),
Gunter with the deer horn above the door (which is not available)
didn't check if I could enter it otherwise in the full game.

and 1 other quests (which just complete when getting on the boat,
+ 1 or 2 that require the full game (5 quests open).

I think there will be more treasures to be found in the full game
Teh Old Bones quest can be closed by the end of the demo (revealing the real identity of the old man!). I think you missed the line when granpa was saying that the apothecary has the right treatment.

Other than that - yes, around 5 quests are still open by the end of the demo teasing the full game.

Yes, I'm planning more treasure quests for the full release (in vein of RDR2 :D), but you still can try to figure out the bird puzzle! Here is a hint:
take a closer look at the St. Wyverna painting in the Residence OR at the tree lights in Midnight Parletto
 

ShadowDragon

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I bought all items there, but none helped or I miss something else.
will double check tomorrow, if it can be compleeted, 4 open (-1 on boat)
that makes 3 left in the end of demo.
 

ToshTrufeld

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Hey everyone,
while I prepare some improvements for the demo, I'd like to gradually start telling you about the world and the design philosophy of my game.

The main source of inspiration for creating the Neuctian* Republic was my travels to Italy as I wanted to convey the feeling of Italian nature and architecture in the game as much as possible through the minimalist capabilities of RPG Maker and my even more limited proficiency with these capabilities. Therefore, when designing the exterior of the palace on the Epiotic coast, I followed a simple principle: if the available standard sprites and tools work towards the main aesthetic goal, I use them; if not, I optimize and draw my own...

cYXfsn.jpg


In the project of the palace itself, I decided to base it on Tuscan architecture. According to the game's plot, it is a summer residence where the elected rulers of Neuctian rest from political fights, so Tuscany is a perfect fit. Mainly, I looked towards the Palazzo Pubblico,
the Palace of the Commune, which is located in Siena on the Piazza del Campo.

RWEcaU.jpg


As the main building material, I took a red brick tile from the default RPG Maker library, slightly changed its shade and added distinctive rectangular notches on top. I also took them from default tiles, but added chips, unevenness, and other weathering to make them look more lived-in and less generic. I manually added multiple ventilation "ears" and protruding white elements of the load-bearing structures, as well as metal fastening brackets typical for Gothic architecture (the ones that Ezio Auditore climbed so skillfully in Assassin's Creed II). However, instead of the Sienese triforium as the window form, I chose the biforium as more compact and better adapted to the schematic-conditional visual logic of RPG Maker, and decorated the tympanum of the window with a four-petal Venetian rose. After all, the palace is located on the seafront, so let the spirit of Venice be present alongside Tuscany!

joLBLW.jpg


Now how about landscaping? In the summer residence, Dnege** should rest well and contemplate the fate of citizens while breathing in healing air. That's why I turned my thoughts towards Villa d'Este in Tivoli: fountains, an architectural ensemble drowning in greenery, baroque balconies, shrubs and cypresses - and I tried to combine all this with a more restrained but very distinctive aesthetic of the Basilica of San Domenico in the same Siena.

ZXSNQZ.jpg


Another important subtask for me was to preserve the feeling of Mediterranean nature, more precisely, Adriatic. Therefore, I heavily planted the courtyard with white and pink oleanders and let my favorite purple bougainvilleas grow on the palace walls. It turned out well with the bougainvilleas. Thanks to their contrasting color and distinctive appearance (fallen petals are also very important here in terms of design), they immediately fit very logically into the game mechanics: these are natural stairs for moving from one floor to another.

peShIK.jpg


None of the standard tree and shrub sprites suited my concept at all because they didn't solve the aesthetic task I had set for myself. To enhance the feeling of the Italian Renaissance, I needed cypresses and Mediterranean umbrella pines. Without umbrella pines, like those in Rome, you simply can't fully understand what Neuctian or the Epiotic coast is.


Ggs61P.jpg


I drew cypress trees in three versions (short, long, short with cones) based on a regular tree from the RPG Maker library (fortunately, little of it remained). I based my umbrella pine sprite on a reference from a botanical book.

Xv%2FN2f.jpg


And that's it for today! Best of luck an see you soon.

_____
* Neuctian, the main setting of the game, a republic, one of the main political powers located on the Epiotic coast. Pronounced as / nuːk ʃən/ (nook ·shn), from the Greek Νυκτός — “Night”.

** Dnege, an elected ruler of Neuctian. Pronounced as /dnedʒ/ (dnayzh), mixing Venetian title Doge /doʊdʒ/ and Slavic title Knez.
 

ShadowDragon

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I did not got that vibe as I don't know Italy, just by name =)
but the game is really good though (had some RL things in RL so I couldn't
check the item to help the man out or checked by buy more items.

as the man says to leave him alone constantly.
but I am curious what's behind the boat ride though.
 

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