mando Wrote:Good game you have here. Like the idea, even if having established characters is a little weird for immersion. Fun exploring around collecting scenes. The excuse for rape is better than most I've seen on here, so thats good. Overall I'm looking forward to more, hopefully there will be an establishment of an overarching storyline.
Only real bug I found (I think) was that you can walk on some of the houses, though I don't really remember.
Other than that your towns and houses and basically all areas are really big, but filled with next to nothing. I'd suggest filling them in or making them smaller.
Glad you like it!
The game is mainly for me to practice my skills as an artist, and I thought it'd be easier/faster to draw a lot established characters than it would be to create new ones. There are some I just wanted to make H scenes for too xD
The main point of the game is the collection of scenes, so there really wont be much more of a story line. You're basically just freeing the spirits so that the world is protected again. In about episode 3, there will be more developments, but that's essentially it.
I'll go look into the walking on houses. I thought I had fixed that, but I guess I missed some x_x
I've got a lot of complaints about the sizes of the areas. The areas in Episode 2 will have a lot more stuff, so they wont feel as big and open. The reason I made them so big and empty, is that I wanted them to feel empty, kind of like a ghost town. Then for each area to have more and more stuff in comparison, but I guess it just didn't come across that way. Especially since there are only two towns so far.
ker Wrote:Played through the beginning until defeating the fairy and it's a good start. The hand-drawn art is definitely unique and while not professional quality yet adds a unique flavor to the game. I think raindrops is the only other one using drawn art in conjunction with RPG maker.
A few pieces of feedback
-Either make the town smaller or add more ground clutter. People tend to make city and house maps way to big and empty in RPG maker. If you want to make the city seem larger than what there's relevant content for, create the transfer points within the city instead of at the edge of the map so the player gets the sense the city is large but only has to transverse a fairly small area.
-Have non-plot filler NPCs/objects to broaden the feel of the game. Not everyone has to be plot relevant but it feels strange if the town is empty except for the few people you have to interact with.
-If you're doing event encounters instead of random encounters their movement should be set to approach instead of random. So they try to initiate combat with the player instead of vice versa. Random encounters in RPG Maker is a poor system and I can't blame you for not using it. I've actually recoding a completely different encounter system in Harem which will be used in 0.6b
-The art is very good, especially for an early release (I use 3dcg because I can't draw for shit) but work on shading the characters better to give a sense of shape.
-Try to find battlers that more match the sprites you're using (or again vice versa). It's strange to engage a fairy on the map who looks like a humanoid and then fight a ball of light.
Ya, I'm trying to improve my art with this game, so that I can work up to a more professional quality.
-I get this a lot. The maps in episode 2 will be much denser. I made the first area super empty for effect, so that each town you go to, there's more and more stuff. Which is more noticable once you get to the second town.
-I do have non-plot filler NPC's. There's only one in the first town, but the first town is basically just the tutorial. The second town has quite a few more. The first town is supposed to be empty. It even says that in the opening dialogue.
-I've found that having the battles on approach, is just as annoying as having random battles. The point of having roaming enemies, to me, is so that battles are a choice. Having them set to approach, it just makes it annoying having to run around to try and avoid them when you don't want to battle. I want my games to emphasize the H part of H game. I don't like it when H games put a lot of emphasis on battles or non H events. Seems kind of odd to me. If I just wanted to play an RPG, I'd go play Persona or something.
-Glad you like it, for the most part. I'm working with a basic cel shading style in order to make creating the game go faster. It already takes me about a day to make a single scene, sometimes more depending on how many frames a scene has. If I were to do more advanced shading, it would take even longer, and I don't really have that kind of time. Especially since this is just a free game that I work on in my spare time.
-After you leave the first area, this isn't a problem. All of the enemies look the same from the field. I made the first area have custom out-of-battle sprites, just so you know what you're running into. Since it's the first area, and I thought that would make it a little easier.
-If you notice, a these are generally solved by leaving the first area. The first area should only take about 15-20min at most(I can do it in less than 10), so next time you play a game and want to give feedback, try and give it a little more time. As a developer yourself, I doubt you'd want the entirety of your game judged solely on the first 5min of the game.
supersentai Wrote:I have been a lurker for a long time... But you are the one who actually forced me to go make an account to comment.
The game is really nice really hope to see more of it. The good thing I like about this game is your artwork and storyline. Although I have a few concern. Like for example the part where I suppose to kill the Queen Slime I went out of town instead and Pocahontas is there and told me that I freed her from Tinkerbell even though I have not reach that far. And then I proceed to the next town and talk to Huntress and then I was allowed to proceed to the next quest of killing the man-eater plants. I ended up dead the first time because of how powerful it was. I was wondering if you can place an event where it prevent the players from leaving Woodley Town until they finish all the quests there first. Also it be great to include some sort of reminding scripts or quest log. Sometime I forgot where I have to go and do not know what to do. For example when the huntress told me to kill the man-eating plant near Velvet's house I click the text too fast by accident so I was only able to read that man-eating plant part. So I ended up going into the forest and killing them when actually I have to go to Velvet's house and kill them instead. Be nice to have that. Anyway nice game and good job luring me out of the dark >.<
Glad you like it!
Oops, that's definitely a bug, you're not supposed to be able to leave town until completing all of the guild quests. I'll go and fix it right away, and update to v1.01. I can't believe I got through 5 versions of the game and no one realized you could just skip the first area...
Since you skipped the first town entirely, you missed out on a lot of exp, items, and an extra party member. So, it makes sense the monsters would be too strong in the second town. xD
Well, if you talk to the guild master after accepting a quest, she'll ask if you've completed the request she gave you. Like, for the first quest, she'll ask, "Have you killed those Man-Eating Plants yet?" So, if you need a reminder, just talk to the guild master.
Thanks for coming out of the dark to tell me about that game breaking bug xD