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Astral Sea: The Red String of Fate -Demo v.0.2.0 Available-

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Game Title: Astral Sea: (The) Red String of Fate

Abstract: A fantasy and science-fiction RPG.
Genre: Fantasy/Science Fiction
Game Progression: 

Mapping: 50% (Maps still need polishing, final positions aren't set)

Music: 0%

Story: 5% (Still drafting each story-line for the two protagonists)

Characters: 50% (Character Busts need to be made)

Scripting: 90% (Will add more scripts if needed, but I think I should have everything I need)

Eventing: 0%

Overall: 5%
 

Demo Builds (Current):

 

Version 0.2.0 (Non-RTP) (32 MB)

 

Demo Builds (Past):

 

Version 0.1.5 (Non-RTP) (27 MB)

Version 0.1.0 (Non-RTP) (5 MB)

 

Demo Build Release Schedule (subject to change):

 

Ver. 0.3.0 (August 28th - 30th)

Ver. 0.4.0 (September 14th)

Ver. 0.5.0 (September 28th - 30th)

Ver. 0.6.0 (October 14th)

Ver. 0.7.0 (October 28th - 30th)

Ver. 0.8.0 (November 14th)

Ver. 0.9.0 (November 28th - 30th)

Ver. 1.0.0 (December 14th) (Full Demo release)

 

Demo Length:

Approx. 30 minutes (or less). [For versions up to v0.1.5]

Approx. XX minutes (or more/less). [For versions v0.2.0 and above]

 

Feedback Needed: General Feedback, Bug Reporting, Suggestions.

 

Recruitment:

 

Music

Enemy Art/Sprites

Character Portraits/Busts [For Text Speech Boxes]

Mapper

Story / Setting / Purpose:

Humanity has achieved the ability to travel the stars, and the years of cataloging and mapping from the perspective of earth has led them to a few choice candidate planets for colonization. Through the years, no signs of alien life have been detected, leading humanity to decide that there must not be anything within the range of detect-ability, and that the planets they've found that could be habitable should be considered for colonization of Earth's growing population. A few ships are prepared and sent out to the nearby systems for inspection.

 

Meanwhile, a woman lands on a backwater planet looking for something, or someone, and a soldier chases destruction. What awaits them in this vast astral sea?

 

---------------

 

Story-wise, this game draws inspiration from the following games:

 

Legend of Dragoon

Star Ocean: Second Story
 
Character Bios:

Cast of Heroes and Heroines.

 

[Ashton]

Age: 20

Gender: Male

Race: Human (Earthling)

Height: 6'2â€

Weight: 182 Lbs.

Preferred Weapon: Gun

Bio: A soldier aboard the ECS Frontier, one of a few ships sent out to investigate new worlds for humanity. During the initial investigation of Etrai III, Ashton and his team are ambushed by monsters, and are all but wiped out.

           Where will his search to return home take our young hero?

 

[Nida]

Age: 18

Gender: Female

Race: Etraian(?)

Height: 5'8â€

Weight: 126 Lbs.

Preferred Weapon: Staff

Bio: A curious girl, whose destiny is intertwined with the world, unbeknownst to her. She lives her days in carefree bliss, until one fateful day...

          Together with Ashton, will these two unlikely heroes survive the destiny set before them?

 

[Tsun Daion]

Age: 361

Gender: Female

Race: Demon (Thunder)

Height: 5'10â€

Weight: 125 Lbs.

Preferred Weapon: Sword

Bio: Although born from a noble family in her native realm, she has since left to forge her own path. In this, she has come across the paths of many an adventurer, her reputation as a strong warrior growing with each victory. She has masterful use of electricity, her innate ability, and can muster powerful shocks to slay her enemies.

[Rhsada Adamar]

Age: 32

Gender: Female

Race: Wycean

Height: 5'7â€

Weight: 121 Lbs.

Preferred Weapon: Gun

Bio: A mysterious woman, whose goals are unknown. She joins the party as mysteriously as she appears. Something always appears to be on her mind, as if she is searching for something.

[Vyrne Moteno]

Age: 20

Gender: Male

Race: Etraian

Height: 6'1â€

Weight: 205 Lbs.

Preferred Weapon: Gun

Bio: A lone gunman who just can't handle the pressure sometimes. Quite a self-proclaimed 'ladies man'. Always gets into trouble with his antics.

[Yuripe Murrpau]

Age: 16

Gender: Female

Race: Kiisuimene

Height: 5'3â€

Weight: 108 Lbs.

Preferred Weapon: Hammer

Bio: A carefree dancer, she gets spunky when people call her short or uncute. Her land of origin is unknown.

 

[H'letna L'Arle]

Age: 38

Gender: Female

Race: Etraian

Height: 5'09â€

Weight: 104 Lbs.

Preferred Weapon: Staff

Bio: A powerful magic-user who knows many a spell, some ancient in both their age and power. She accompanies the party, intrigued by our two unlikely heroes' fates, lending her powers to aid in the fight.

 

Credits:

 

Basic assets in RPG Maker VX Ace

Futuristic Tilesets (Steam DLC)

 

Eric Matyas

Community_PCK Steam DLC (Not sure how to credit this...)

 

 

 

2X9x7jM.png

 

 

 

Yanfly Engine Ace - Ace Core Engine

Yanfly Engine Ace - Ace Equip Engine

Yanfly Engine Ace - Ace Save Engine

Yanfly Engine Ace - Save Engine Add-On: New Game+

Yanfly Engine Ace - Adjust Limits

Yanfly Engine Ace - Ace Battle Engine

Yanfly Engine Ace - System Options

Yanfly Engine Ace - Extra Parameter Formulas

Yanfly Engine Ace - Visual Battlers
 

Screenshots:

 

 

2PppvSw.png

 

DpAhMyW.png

 

bE7XzKQ.png

 

21fSqJf.png

 

8ortuif.png

 

 

 

------------------------------------------

 

Features:

 

Dual story-lines, one for each protagonist. Optional Characters to acquire through the story. Level your party past level 99 to tackle the hardest challenges the game offers. An expansive post-game. Your level goes past 99, after all~! Customize your party with multiple weapon types. Each character can wield different weapons, allowing for flexible strategies. A story that will have you looking forward to what happens next~! Multiple endings, based on choices made during the course of the game~!

 

---------------------------------------------------------------

 

Feedback appreciated. I have a musician lined up for the project, but more work needs to be done before music can be introduced.

Edited by Nyuuchan353

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Updates:

 

Optional Characters:

 

 

[----]

  • Age: Unknown

  • Gender: Unknown

  • Race: Unknown

  • Height: ?'??â€

  • Weight: ??? Lbs.

  • Preferred Weapon: ????

  • Bio: [---]

 

[----]

  • Age: Unknown

  • Gender: Unknown

  • Race: Unknown

  • Height: ?'??â€

  • Weight: ??? Lbs.

  • Preferred Weapon: ????

  • Bio: [---]

 

[----]

  • Age: Unknown

  • Gender: Unknown

  • Race: Unknown

  • Height: ?'??â€

  • Weight: ??? Lbs.

  • Preferred Weapon: ????

  • Bio: [---]

The Cast of Villans

 

 

[The Ten of Red]

A group of beings that observe the world. These powerful creatures were created eons ago by beings unknown. They were banished from their home-world eons ago, and wander from planet to planet, with destruction following them wherever they go.

  • Tnamia

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 6'1â€

    • Weight: Unknown

    • Bio: Defacto leader of the Ten of Red. He works from behind the scenes, ordering the others according to his will. A bit maniacal at times, he does care somewhat for his fellow counterparts, even if he won't admit it.

  • Enlena

    • Age: Unknown

    • Gender: Female

    • Race: Kunsmatig

    • Height: 6'5â€

    • Weight: Unknown

    • Bio: A vain woman, she is one of the best fighters of the group. If you encountered her in a dark alley...you had better be saying your prayers.

  • Nürr

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 5'9â€

    • Weight: Unknown

    • Bio: A bit of a sage, he is the wisest of the group, and wields powerful magics from eons of study.

  • Weiynn

    • Age: Unknown

    • Gender: Female

    • Race: Kunsmatig

    • Height: 6'

    • Weight: Unknown

    • Bio: A master of wind magic, she carries a staff that enables her to ride the winds, as well as conjure up massive storms that can destroy mountains.

  • Irausc

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 6'1

    • Weight: Unknown

    • Bio: An inventor by nature, he constructs the weaponry used by E. His interests are fleeting sometimes, which sometimes causes problems for Tnamia.

  • Snevet

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 6'

    • Weight: Unknown

    • Bio: He runs logistics for the group, as well as seeking out new planets to destroy.

  • Eckari

    • Age: Unknown

    • Gender: Female

    • Race: Kunsmatig

    • Height: 5'8â€

    • Weight: Unknown

    • Bio: A master assassin, she surveys a new planet upon arrival, noting the status of the civilization. If it is advanced enough, it is immediately a target for destruction. If it is less advanced, then it can be used as a base of operations until a sufficiently advanced civilization is found.

  • Miel

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 6'1â€

    • Weight: Unknown

    • Bio: The strategist of the group, he often meticulously plans out each mission, to maximize efficiency and destruction.

  • E

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 7'

    • Weight: Unknown

    • Bio: A giant of a creature, he is simply known as “Eâ€. The muscle of the Ten of Red, he is assigned to all missions where destruction is paramount.

  • Nisorr

    • Age: Unknown

    • Gender: Male

    • Race: Kunsmatig

    • Height: 6'3â€

    • Weight: Unknown

    • Bio: Not much is known about him, but Tnamia seems to respect him more than any other in the group.

Races:

 

Human (Earthling) – A space-faring species, they have colonized many planets since they spread beyond their home star system. They have not made contact with any other creatures of the galaxy at present.

 

Etraian – A race that resemble Elves of Human faerie tales. They hold an innate ability to use magic after they pass a certain age. The planet that Etraians inhabit is called Etrai (it would be called Etrai III by human naming conventions, as it is the third planet in orbit in its home solar system).

 

Reus – A race that resembles a large Human. They live in tribes similar in structure to ancient Human Indian societies. They are nearly extinct, as only a few tribes remain.

 

Kiisuimene – A race that resembles a humanoid feline. They are rarely seen on the continent, and are often the subject of mythical stories and faerie tales. Seeing one is often a sign of good luck among the superstitious.

 

Kunsmatig – An artificial race, of which only ten exist. They have come to call themselves the “Ten of Redâ€, as they have adopted garments sporting a blood red color somewhere on them, and bring disaster wherever they tread. Countless planets have met their end soon after their arrival.

 

Wycean – A race whose home planet is close to its host star. As such, they are naturally dark-skinned creatures, with small cat ear-like horns on their heads. The females of this race have psychic powers, and have formed a matriarchal-based society as a result.

 

Vufl – An intelligent creature native to Etrai. They live alongside Etraians in daily life, and have a culture similar to that of the ancient peoples of Earth.

 

Ietryrian – The race that made the Kunsmatig. An ancient race that is eons old. They have since moved out of the galaxy, on artificial planets and energy masses that house their massive population.

Edited by Nyuuchan353

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Hi there! 

 

Here are my unfiltered and hopefully helpful thoughts.

 

I wish we had more on the story. Only 2 lines :-/ . 

Character list is honestly fairly boring to read without context or at least images to back them up. Not much content in the bio either. I haven't read most of it.

I'm not sure about your screenshot choices. I don't mind premade assets; my own game is 90% made of premade asset and ive played RPG maker games with only premade asset before but 3 of the 4 screenshot you chose are shots that don't show any creation. 

 

Screenshot 1 is just the title screen with premade asset

Screenshot 2 is ok

Screenshot 3-4 are premade enemies on a premade background that can be made in 20seconds

 

You should try to show us what you've created so far with the assets (village, caverns, scenes etc) so that we can have a feel of what you're doing and what the game is going to look like.

 

I hope this helps. Good luck

Edited by Itsbuffy
  • Like 3

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Hi there! 

 

Here are my unfiltered and hopefully helpful thoughts.

 

I wish we had more on the story. Only 2 lines :-/ . 

Character list is honestly fairly boring to read without context or at least images to back them up. Not much content in the bio either. I haven't read most of it.

I'm not sure about your screenshot choices. I don't mind premade assets; my own game is 90% made of premade asset and ive played RPG maker games with only premade asset before but 3 of the 4 screenshot you chose are shots that don't show any creation. 

 

Screenshot 1 is just the title screen with premade asset

Screenshot 2 is ok

Screenshot 3-4 are premade enemies on a premade background that can be made in 20seconds

 

You should try to show us what you've created so far with the assets (village, caverns, scenes etc) so that we can have a feel of what you're doing and what the game is going to look like.

 

I hope this helps. Good luck

Thanks for the feedback. As far as enemies go, I'm needing someone who can make some decent enemy stuff and a title screen. This is a work in progress, and I'll be updating as I go. I am working on the backstory now, and will update that (I think that is what you meant by context) when I get it done. If you can, please elaborate on which character bios feel flat/need improvement/etc.? That way I know who to work on and develop. Additional feedback is appreciated.

Edited by Nyuuchan353

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It's not that they feel flat per say it's the fact that there's no context around them because there's no story or visual. It's a little like if you took a random RPG you never played, googled it and started to read the enemy list with their stats and short description

 

i dont know if im being clear

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It's not that they feel flat per say it's the fact that there's no context around them because there's no story or visual. It's a little like if you took a random RPG you never played, googled it and started to read the enemy list with their stats and short description

 

i dont know if im being clear

Loud and clear. More backstory for the world, I take it?

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Demo (v.0.0.1) is coming soon~! Should be out and ready in the next few days.

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Opening post has been updated.

 

-Description updated. Close to the final story description.

-Demo release date posted.

-OP and SP have been shortened w/ spoilers to shorten page size.

-Character List has been updated (one character name was left out)

-Link to recruitment page has been added under "Recruitment".

Edited by Nyuuchan353

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VFlDhHO.png Moved to the Gaming Lounge on request. (=

Don't forget to update thread's tag! ^^ Thank you! (=

 

 

mRQ1tpi.png

 

 

Congratulations for getting the demo up! (=

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Thanks Riki. C'mon guys! Need feedback to make this better!

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If you upload a non-RTP version then I'll give you some of that oh so elusive feedback (my net is pretty shaky so I'm not keen on downloading 200mbs of data I already have).

It might help you attract a few more people if you tell them the scope of the demo- expected duration, what kind of content it covers (opening dungeon, first story arc, etc.), any specific type of feedback you might be striving for, things like that.

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Noted. Will upload a non-RTP version as well.

 

Update: Non-RTP version added (v0.1.0)

Edited by Nyuuchan353

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Here is your feedback:

 

 

 

- Opening few frames of castle before name entry needs to go- start the game on a blank map and start the pc with a blank graphic

- Class choices need some information otherwise the player doesn't know what they're getting themselves in for.

- I was pretty confused by your choice to start the demo on the world map in the middle of the plot; I'm given little relevant info except ~'just escaped prison' so maybe I shouldn't go there.

- Balancing is non-existant? My Lv1 Samurai without a weapon isn't much weaker than either of my Lv15 allies who have gear. Seems to be no thought put into enemy troop sizes with battles of smaller numbers of weaker enemies and larger numbers of stronger enemies.

- Inn should have the choice between shopping or resting simultaneously, rather than one after the other (in other words, like how the weapons shop works).

-The door of the Inn is in the middle of the building on the outside, but on the far left when inside. When inside, the 'outer' walls are made of a different material from when they were shown outside (and also lack windows). The size of the building from the outside is also bizarre when compared to the inside (compare this to your weapon shop which is tiny from the outside yet is needlessly huge and empty on the inside). Actually this stuff happens for just about every building.

- Other than the inn and weapon shop nothing in the town seems to have any purpose. And there are wayyyy to many storerooms that are scattered apart for no logisitical reasoning.

- Pay attention to shadows. Some stuff places shadows by default, other stuff you have to draw it in manually.

- Churches are generally more grand so try making the building taller. Also the stools are super weird; maybe acceptable for a super poor town but that was not a super poor town.

-You have a cutscene in the inn where you say you're going to drop Natalie off at a port, the player then never does that, then when leaving the town (with no purpose) she asks to come along and you just go ~"Well, alright then". Just bad storytelling.

- Gave up after during the screen of grey that comprises the caves.

 

Positives:

-The pond is nice and you got the raised section in town right.

-Didn't encounter any bugs.

 

 

 

Not to be a jerk, but the game needs a lot of work; I could have gone on all day about the mapping alone, and I'm not even good at that myself. It looks from the world map that you've got a lot more planned but you should focus on improving your current content before adding more. The fact that I gave up before completing the demo is, obviously, not a positive sign and I would honestly recommend taking the demo down because this is just way way too early in development to require input. I wish I had something more positive to say, I sincerely do. Keep at it though; Rome: Total War wasn't built in a day :3

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Here is your feedback:

 

 

 

- Opening few frames of castle before name entry needs to go- start the game on a blank map and start the pc with a blank graphic

- Class choices need some information otherwise the player doesn't know what they're getting themselves in for.

- I was pretty confused by your choice to start the demo on the world map in the middle of the plot; I'm given little relevant info except ~'just escaped prison' so maybe I shouldn't go there.

- Balancing is non-existant? My Lv1 Samurai without a weapon isn't much weaker than either of my Lv15 allies who have gear. Seems to be no thought put into enemy troop sizes with battles of smaller numbers of weaker enemies and larger numbers of stronger enemies.

- Inn should have the choice between shopping or resting simultaneously, rather than one after the other (in other words, like how the weapons shop works).

-The door of the Inn is in the middle of the building on the outside, but on the far left when inside. When inside, the 'outer' walls are made of a different material from when they were shown outside (and also lack windows). The size of the building from the outside is also bizarre when compared to the inside (compare this to your weapon shop which is tiny from the outside yet is needlessly huge and empty on the inside). Actually this stuff happens for just about every building.

- Other than the inn and weapon shop nothing in the town seems to have any purpose. And there are wayyyy to many storerooms that are scattered apart for no logisitical reasoning.

- Pay attention to shadows. Some stuff places shadows by default, other stuff you have to draw it in manually.

- Churches are generally more grand so try making the building taller. Also the stools are super weird; maybe acceptable for a super poor town but that was not a super poor town.

-You have a cutscene in the inn where you say you're going to drop Natalie off at a port, the player then never does that, then when leaving the town (with no purpose) she asks to come along and you just go ~"Well, alright then". Just bad storytelling.

- Gave up after during the screen of grey that comprises the caves.

 

Positives:

-The pond is nice and you got the raised section in town right.

-Didn't encounter any bugs.

 

 

 

Not to be a jerk, but the game needs a lot of work; I could have gone on all day about the mapping alone, and I'm not even good at that myself. It looks from the world map that you've got a lot more planned but you should focus on improving your current content before adding more. The fact that I gave up before completing the demo is, obviously, not a positive sign and I would honestly recommend taking the demo down because this is just way way too early in development to require input. I wish I had something more positive to say, I sincerely do. Keep at it though; Rome: Total War wasn't built in a day :3

Balancing is a known issue, and the level of that character was an oversight. The intro castle thing is a placeholder (it is in the full build at present). Mapping, as you pointed out, needs work (kinda knew this going in). Story is being fleshed out, most scenes in the demo are barebones short. I think there will be a lul inbetween the v0.1.0 update and the v0.2.0 update, as I retool some stuff. Enemy troop stuff is at the default setting, that is why balance is way off. I will take your well thought suggestions and implement them both in the demo and full build. v0.0.1 and v0.1.0 builds will remain up for those wishing to contribute suggestions. There will just not be any further updates for about 2-3 weeks (going out of town next wednesday, and won't be back until that next tuesday).

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Updates:

 

-OP edited a little, added a couple of snippets to the story description.

-Still recruiting. Can't really progress too far on my own aside from databasing, balancing, skills and general game data. Would really appreciate any help. PM me if you want to climb aboard.

-Kickstarter is being prepped (still in the rewards designing phase). Will be able to pay for the work you can do through this if desired.

 

Demo progress is going on hiatus for a while while I polish the remaining story and come up with general enemy info (attributes, abilities, etc.). ETA for a v0.2.0 release is probably going to be around the end of June or mid-July.

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Updates:
 

  • - v0.2.0 will be radically different than v.0.1.0 map wise. Redesigning the entire map. I am going with 4 different region maps for the game. The current one has a single world map that is sub-divided into 4 regions, w/ the same map being used for all 4 regions, just different accessible locations, etc.
  • - Story is being retooled to be less like the individual inspirations that I'm drawing from.
  • - Added additional scripts to OP.
  • - Modified OP to include current progress.
  • - Removed screenshots due to an overhaul on map design.

 

Feature Changes:

  • - Characters will now have different "Weapon Fortes", meaning each character will be able to wield multiple types of weapons. This should allow for more varied strategies during the game, as some effects will be weapon specific (poison, paralysis, double [currency], etc).
  • - Obtained a script that should allow for levels past 99 and weapon/armor attributes past 500, which for post-game, will be needed for some of the hardest bosses in the game.
Edited by Nyuuchan353

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Updates:
 

  • - Added additional scripts to OP.
  • - Maps are still being updated. Screenshots to come soon.
  • - Character info updated: Added "Preferred Weapon".
  • -
  • -

 

Feature Changes:

  • - New script added, allowing for more equipment slots. Should allow more variance on strategies.
  • -
  • -
  • -
  • -

 

Other Remarks:

  • - Looking for suggestions for item/weapon/armor names/descriptions.
  • - Still recruiting.
  • - If you can contribute some promotional work (music, art, etc.), it would be greatly appreciated.
  • -
  • -
Edited by Nyuuchan353

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Being a huge fan of Star Ocean 2 (and my own game taking heavy influence from it) I'll be keeping tabs on this. I'll check out the demo soon. :)

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Being a huge fan of Star Ocean 2 (and my own game taking heavy influence from it) I'll be keeping tabs on this. I'll check out the demo soon. :)

 

Thanks~. I'm mostly taking cues from it though. It won't have most of the features Star Ocean 2 has, but will be quite expansive with it's postgame, and has a New Game +.

 

Updates:

 

  • - Demo v0.2.0 will be released by July 30th.

 

Feature Changes:

  • - None.

 

Other Remarks:

  • - None.
Edited by Nyuuchan353

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I don't try out demos much and since I know this is a WIP, so please bare with me if I sound harsher than the last guy. >.> I'm really a nice person, I promise~ I wanna help you improve, not discourage you.

 

 


First, the title screen needs a ton of customization. Okay, not a ton, but maybe a new bg, new music, and different title font/picture. ^_^

Again, naming my character just seems generic. It's the RTP with an RTP name. ^^; Then, when I'm selecting what er, role? I am, I have no idea what any of them do as far as abilities, stats, ect. I just went with Soldier because it seemed like your average "go to" choice.

Next problem I had was with this sentence:
"...demo starts off after the rescue of Natalie". Um.. that's all well and good, but I don't care. You haven't given me a reason to care. Why not show us how she was put into danger with some cool cutscenes? ^^; Same problem with "just escaping the prison". Holy moly, I wish I had the chance to add something that interesting into my game. Let us control Natalie or whoever while they're escaping the prison! That would be so much fun and introduce us to the mechanics and surroundings of your world.

No music on the overworld? I kinda got annoyed at my cat making noises because it was so quiet. Also, random other two people in my party. I kinda recognize Natalie, but only because you told me she's some girl. The third person comes outta nowhere.

Things you did right #1: You gave us Skills to use right off the bat. I love that. Most RM games just be like, "Hey you're a noob so all you can do is attack"... So kudos to you for that.

Hmm, this next point I can't be too harsh about, but when you enter town, I usually expect at least a few words to know what my motivation is and remind me where we're going. Without any direction, I decided to just go see if I could upgrade any equiptment / explore, which is fine, but I would have done that anyway if I had a goal in mind.

I liked the layout of the house next to the weapons shop, but the NPC in it had nothing worthwhile to say (and as I explore I notice this is a bad trend... tell us something about life in the town, the people of the town, what's going on in neighboring countries, that sorta thing... heck, just characterize the NPCs by being like "I don't like fish!" or something... The weapons shop itself seemed a little too big.

At this point I'm remembering your story in the topic said "you crash land on a planet, ect." I haven't seen any sci fi elements. I went in expecting some sci fi tilesets or space ships or something...

The storehouse seems odd. It's just in the middle of town. Nothing is inter-actable. I went through the trouble of clicking around, give me a few "ethers" or whatever your equivalent is. :P Also, both the storehouses were basically copy/paste. Maybe one is for weapons or one is for food... but literally it was the same, empty building.

I went to the church because it looked big and important... I liked the layout but there was literally no one or anything there. I noticed the lack of music again. Even RTP is better than none, unless you're going for that effect.

I finally get to the plot at the inn and I'm immediately like "what man at the prison, wut are you talking about?!" because we didn't get to see any of it.

After that we wake up and I know the guy said he was going to the Castle City but I was under the impression he was leaving on his own... and then I wake up and just. Whatever. Screw you, the girl is gone, you did your job... Um... okay?



I had to put the demo down here. I will get the updated demo when it's released but I hope it's miles better than this. Good luck!

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Updates:
 

  • - Working title screen image! Thanks go to Sunki for the wonderful work. I amalgamated all three of her submissions into one for the look I was going for.
  • - Map progress is going smoothly. Will post screenshots of the new world map soon.
  • - Story updated in OP.
  • - Screenshots added of Title Screen and Logo.

 

Feature Changes:

  • - Multiple endings, more replay value~!

 

Other Remarks:

  • - None.
Edited by Nyuuchan353

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I haven't played the demo yet (I do intend to though when freetime pops ups~) but I want to throw in my opinion on adding more screenshots.

You only show the main menu and game title. I don't feel to motivated to play the game if I don't have a preview of what I'm getting into.

Maybe add a few more images to help try and flatter certain areas.

 

Of course, i understand if you want to keep the game more mysterious to the player, but providing nothing but a title menu gives the impression your not trying to "sell the game". A random town corner or a menu screen or something would help, just more than a title screen would get peoples attention.

 

Overall, even if I played the demo - everyone seems to have covered everything, but that doesn't mean I don't wanna try it for myself :)

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I haven't played the demo yet (I do intend to though when freetime pops ups~) but I want to throw in my opinion on adding more screenshots.

You only show the main menu and game title. I don't feel to motivated to play the game if I don't have a preview of what I'm getting into.

Maybe add a few more images to help try and flatter certain areas.

 

Of course, i understand if you want to keep the game more mysterious to the player, but providing nothing but a title menu gives the impression your not trying to "sell the game". A random town corner or a menu screen or something would help, just more than a title screen would get peoples attention.

 

Overall, even if I played the demo - everyone seems to have covered everything, but that doesn't mean I don't wanna try it for myself :)

Screenshots are being re-added as they become available, and the v0.2.0 version won't be available until the 30th.

Edited by Nyuuchan353

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