Hi there, Housekeeping. I just tried your game. At the time I stopped, I clocked at 3 hrs 12 min according to my save file.
Here are my comments. Many of these will no doubt be familiar to you.
General
First of all, good work! I like the custom art style, and I thought all the major characters were drawn well enough with distinct, diverse expressions. (I like how you drew Percival and Scrum in particular). The only thing I would comment is that in the menu, Crow is almost invisible because of his dark coloring.
The sprites look a bit rough in comparison, but I hear you did all this and the music too in just a month? If so, kudos to you then.
Characters
Unlike some commenters, I like Mara. She obviously had a painful childhood and I thought the one cutscene we saw was understated and carefully controlled. It didn't beat the player over the head with angst and melodrama. I, for one, enjoyed her cutting personality (I could be biased, I like any female character that isn't some simpering, needy airhead). I also enjoyed those moments when the world-destroying witch showed love and care for Bud.
Bud is adorable and definitely my favorite. Not bad for a character that doesn't speak and only shows up in, like, two cutscenes? Each fight made me anxious about Bud's dropping MHP - this last made me wish I could find some mud to restore him. Why couldn't Mara get some more mud to restore him, by the way? I also wish we could have seen more interaction between Bud and Mara, or even Bud with Crow, but what scenes that existed were effective in the limited development time you had.
Crow - His jokes come off as a bit crass, but I'm guessing this was your intention to portray him that way. I didn't see the ending (more on that below) but I find myself mistrusting him as he comes off as a manipulator. Still, his skills are super useful, and I'm glad to have him in combat.
Percival, Scrum and Thulak Khan - this trio are hilarious, and they play off well together, especially in the final battle. At this point I have to mention that the quirky humor is definitely one of the strong points here. For me, your game comes alive when it doesn't take itself too seriously.
I like that you actually wrote something about the main characters in the Menu Status. Some developers neglect to do this.
Music
I'm no music expert, at all. I like the exploration music in general, but the battle music feels off to me in the first encounter. (It didn't sound like battle music). I got used to it however.
Combat
I like the animation in combat when any of the main character attacks, and I enjoy the variety of skills where each have an important, strategic use. I felt that the learning curve was not too steep in the beginning, and I like how you tried to pace out the difficulty of the battles until mid-game (more below).
I like how you used the Dryad to briefly introduce the Element mechanics without breaking immersion too much.
This is the first game where I actually enjoyed stealing from enemies, and did it consistently. The only thing I was disappointed by was that you cannot keep what you steal out of combat, without a logical explanation for
why they disappear. Pilfer also doesn't mention in the skill description that items stolen are temporary, unlike skills like Life Mud where the temporary effect is mentioned.
I like the creativity of the battler designs, and how you managed to draw them so we could distinguish them and their stronger counterparts.
It was a pleasure to learn that I could Pilfer the strings from the Puppet battlers for the first time. I know you already discussed this in your other game thread, but were you planning to allow strings to be Pilfered in subsequent rounds when the Puppeteer resurrects his marionettes?
I like that there's no time-waisting Game Over, just an immediate return to last.
I like that you designed battles to be "puzzles" for players to solve, requiring you to think and use the correct strategies to beat them. This was appealing to me the first hour or so.
In early game, I tended to have Mara favor the Earth element because she and Bud could hit enemies with AOE attacks. I usually had Crow use Pilfer, and Squawk on difficult enemies.
Later in mid to late game, I had Mara go for Fire and Water so she could cast Meteor Storm or Frozen Prison, but really it all depends on the kind of elemental enemies I face.
Not once did I need to have Mara cast Mix Fairy Potion, although I appreciated the option. I usually relied on Crow's Friendly Insult, or get him to steal Fairy Potions. I never used the Phosphorescence spell book (in fact, I thought it useless but heard it's important for the endgame battle)
I didn't like how it took two rounds before Mara can get off elemental spells. I rarely found the time for Mara to make any potions because I'm busy using her for DPS.
Around mid-game, there were quite a number of battles where I could only win by the skin of my teeth. At most, not counting the endgame, there were only three battles where I was defeated once.
By late game however, the difficulty suddenly spiked for me, and I died to Gallows five times before scrapping through.
Here is the part where I confess,
I did not finish the game, because I could not beat the end bosses. I know you provided tips and hints, but to be frank, I prefer defeating the bosses myself. After multiple tries on two separate days, I decided to stop rather than let my frustration sour my feelings on what is otherwise a commendable game.
Part of the frustration stems from the fact that I'm likely equipping the wrong equipment and using the wrong skills at wrong times, which is entirely my fault. You also clearly set out to design a challenging and not very forgiving game. There's nothing wrong with that at all. I'm sure many players welcome the challenge.
By the end of the first hour however, I felt that the whole game seemed to be just about moving across the map from chest to always guarded chest. Without cutscenes or something else to break up the tedium, I began to dread the puzzle-like battles. Oh to be sure, the battles themselves are enjoyable! But when they're over and I realize there's only more of that to look forward to...
It also dawned on me that I wasn't playing an RPG per se, where you take on the role of a person and can feel a sense of achievement when you level up the character and stats. Because you did away with levels, progress was instead marked by the potential equipment and skills you could gain. Even then I wished there were more items, or better yet, more cutscenes or interaction between the players at least every few chests so it feels like I am achieving something, or making a difference.
Favorite moments
- Cutting puppet strings
- Percival splattered by mud after attacking Bud.
- Crow showing up as a person in the mirror.
- Anywhere with your brand of quirky humor, like Percival's bubble movie of happy moments!
Things I would have liked to see
- I know the daisy is the one characteristic feature for Bud, but I wish he could equip other items too, like different flowers with different skills. Was his 'development' here cut due to time constraints?
- Something to look forward to other than endless battles.
- More banter between the main characters.
- A more forgiving endgame boss encounter (personal opinion, others might disagree)
Other Issues
The window sometimes enlarges for no discernible reason, but it doesn't really bother me. Just thought I'd point it out. It only happens some 20% of the time, though:
Not really an issue, I'm just wondering why there is so much empty space. Is there any way to make the drawings bigger? (The drawings and scenes are laugh-out-loud funny and I want to see better!)
As discussed, I hope you don't mind I point out any typos or other issues. Suggested changes in
bold:
Twin Bracers: Worn by a duo of inseperable warriors. (
inseparable)
Mara - You're supposed to be guarding the Source of All Things, not throwing a welcome party. (This is just a nitpick, as there's nothing really wrong with this sentence. I just felt that in the context of the situation, Mara should have said:
You're supposed to be guarding the Source of All Things, not throw a welcome party. As she is referring to an action in the present ("throw a welcome party"), which she is differentiating from an action the Dryad should be doing ("guarding").
I enjoyed reading the creative descriptions for the items and skills, but a few things stood out for me. You tend to mix your tenses when most of your skills are written as, for example, Magic Missile -
Fires a concussive blast of energy.
Again, it's not wrong, but if you want to be consistent:
Fireball -
Launches searing magma at the enemy.
Mix Unicorn Water -
Makes a potion that heals all
HP.
Mix Fairy Potion -
Makes a potion that heals all
MP.
Body Slam -
Hurls your bulky body at the enemy.
Phosphorescence -
Distracts your opponents, causing them to focus their attacks on you for three turns.
Life Mud -
Brings an ally back to consciousness at the loss of 10 max
HP (this effect is not permanent).
Pilfer -
Utilizes your natural greed to steal an item from an enemy.
Squawk -
Emits a loud, abrasive caw, irritating the enemy.
Friendly Insult -
Recovers a 25 percent of an ally's
MP.
The Crow's Friendly Insult is also the only skill where percentage is spelled out, whereas the other skills use %
Nitpick: The first time Mara interacts with Percival, he just says "
Just a minute" before looking into the mirror. Clearly he is brushing them off, so why doesn't Mara and Crow have something to say about that?
During Mara's conversation with Percival, I noticed two sentences where you repeat the phrase "but as it turns out" one after another. For instance: "As it turns out", he's after the Source. Second sentence:
You see, I came across a wounded deer in the Enchanted Forest, but, as it turns out, the deer was actually-- Was that intentional?
I enjoyed the cutscene where you see Mara's childhood, but why did it run without player input unlike the rest of the game? I'm a slow reader (I like to absorb details), and once or twice, the text faded too fast for me to read it in time.
Crow (either of Thulak Khan or Scrum, I can't remember): This guy's a real wack job. (Wack job isn't wrong at all, just pointing out that most people might think
whack job should be the correct term, since it's more well known, at least according to the internet anyways)
When Thulak suddenly spouts the phrase 'Jesus Christ' in the endgame, it felt out of place to me in a fantasy-ish game. You were likely just trying to be humorous, and I'm not offended at all, but the line still feels jarring.
I hope I didn't give you the impression I hated your game. You did a great job, and as mentioned, the strong characters, the solid writing, the humor and strategic battles are pluses for me. Looking forward to trying out your other game next