So far, the biggest issue i found in the game is already addressed in the description for the newest version, that being the filter/sort function.
Next are the things i would consider nice to have that might already be included in the "other QoL stuff" in the description
I feel like there should be a "Recycle All" button for the token tab in the inventory
Adding the mission button be highlighted in some way when there are completable missions
Something that would be nice to differentiate character classes would be great, such as an icon (on the upper left of their portrait maybe?) for their preferred tp gaining action.
I'd also like to see a greater difference between attack and magic for characters specialized in any of them (I don't know how the difference goes later on. If it becomes more pronounced, please ignore this part), as of now, a character with only magic oriented attacks labeled as an attacker only has 40 more mag than atk, that makes it difficult to measure how much stronger their magic is compared to their physical attacks, unless that is a design choice and such specializations are only minor.
It has already been said but most skills are just "do x type of damage to n enemies", maybe adding some secondary effects to skills would add some more depth to the combat besides the stun on weakness mechanic
Other than that, I really enjoy the combat system, reminds me of some early projects I had in my teens. Hope you can continue developing the game and I'll be following it as closely as I can, you got me interested, bud.
QoL stuff will be done when I rewrite code, probably in a new game engine again (assuming I still work on it). Atk vs mag, you also need to consider enemy def/ res and skills have scaling, so as you level them up the 40 difference should be effectively greater, but yea the scaling isn't that big, I need to rework the stats growth and formulas, ive already noted that.
I have no idea about skills though. I thought games like Pokemon and smt/persona most of their skills are just damage + element, so I thought it's ok. So what's the difference between them and this game? Pokemon you get to choose your skills, while this is locked. As a gacha you build around specific characters so other games have unique skills, but this game has generic skills. You lose flexibility from both sides I guess, I dunno. I'll probably start off by thinking of different buffs/ debuffs. It's not really used and I honestly didn't try cause i wasn't sure how to code unique effects (first time using this engine and I'm not really happy with it so still want to change). I was also thinking of elemental effects as well, that might help it
Do you know how to get the crash, or share a screenshot. I can fix this if it's easy but I'm trying to remake this with a new game engine so any bugs will be irrelevant. (Though progress is very slow)
Managed to fix the bug, actually its related to compressing code after I compile. I never found it because I was always testing the development version, and I guess I didnt properly test the release version
Played the game for a few hours and here's the feedback i would like to say;
The flow of the game is nice, there's a lot of things going on but not to the point of being overwhelming, battles are a fair challenge. However it's with the battles i began having issues with how the game plays;
Skills both passive and normals are far too one dimensional with all characters, what i mean by this is the fact that most skills have a singular action trough out all rarities, making the advantage of having higher rarity character simply being "higher stats" which to an extent defeats the point of them being harder to pull.
Same can be said for passive skills, a good portion of them are bland and barely make a difference in gameplay if at all, once again defeating the point of character rarities to an extent, after all what's the point of farming to get a Rank 1 character when they bring almost nothing to the table other than higher stats?
As a suggestion; give higher rarity characters multiple effects on a skill, for example "Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn". Same thing can be applied to passive skills, example "Heaven's Door - Buffs all allies atk by 10% for the first 3 turns in battle; Heals 5% of own HP for the first 5 turns". Skills like this on higher rarity characters would give a much better reason to summon for them since they will be much more impactful in battle.
For my second and last feedback for battles, it's definitely the UI. It works fine for the most part but some information could definitely use a bit more highlighting, what i mean by this is that the "target" indication is rather small and not very eye catching, so on the first few battles i was rather confused on who i was actually targeting. While i did get used to it overtime, i think it still is something worth keeping a note of.
Overhaul i see a lot of potential in this project of yours and i hope at least some parts of my rambling can be of use to you. Good luck on your future projects!
Skills being one dimensional is probably because I'm lazy and didnt want to make a unique set of skills for every single character but my other excuse is because of the game engine. RPG Maker cant do those effects you suggested by default, and i didnt want to write custom code just for one skill, so i've left them being generic. The unique passives (which are custom coded) were meant to be whats separates each character and break this genericness but i guess they arent interesting enough to give a reason to pull for a specific character. For the next version, I'm planning on using another game engine to have more flexibility for creating skills, though truthfully i wanted to continue with using generic skills for convenience, guess i need to put a bit more thought in that area
Understandable, but i would like to point out that you're incorrect about rpg maker not being able to do my suggestions by default, i know this because i've used it in a project before. You can look up "Damage formulas 101" to know just how much you can do with skills by default. Here's my example from before but in a more technical way;
"Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn" would be "a.addBuff(3,1); a.atk * 8 - b.def".
As for a different engine to work on the game i would advise against blender, it's not exactly beginner friendly.
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Hello, what is the game engine used to develop the games?
I came here from your post on r/gachagaming.
So far, the biggest issue i found in the game is already addressed in the description for the newest version, that being the filter/sort function.
Next are the things i would consider nice to have that might already be included in the "other QoL stuff" in the description
I feel like there should be a "Recycle All" button for the token tab in the inventory
Adding the mission button be highlighted in some way when there are completable missions
Something that would be nice to differentiate character classes would be great, such as an icon (on the upper left of their portrait maybe?) for their preferred tp gaining action.
I'd also like to see a greater difference between attack and magic for characters specialized in any of them (I don't know how the difference goes later on. If it becomes more pronounced, please ignore this part), as of now, a character with only magic oriented attacks labeled as an attacker only has 40 more mag than atk, that makes it difficult to measure how much stronger their magic is compared to their physical attacks, unless that is a design choice and such specializations are only minor.
It has already been said but most skills are just "do x type of damage to n enemies", maybe adding some secondary effects to skills would add some more depth to the combat besides the stun on weakness mechanic
Other than that, I really enjoy the combat system, reminds me of some early projects I had in my teens. Hope you can continue developing the game and I'll be following it as closely as I can, you got me interested, bud.
:)
QoL stuff will be done when I rewrite code, probably in a new game engine again (assuming I still work on it). Atk vs mag, you also need to consider enemy def/ res and skills have scaling, so as you level them up the 40 difference should be effectively greater, but yea the scaling isn't that big, I need to rework the stats growth and formulas, ive already noted that.
I have no idea about skills though. I thought games like Pokemon and smt/persona most of their skills are just damage + element, so I thought it's ok. So what's the difference between them and this game? Pokemon you get to choose your skills, while this is locked. As a gacha you build around specific characters so other games have unique skills, but this game has generic skills. You lose flexibility from both sides I guess, I dunno. I'll probably start off by thinking of different buffs/ debuffs. It's not really used and I honestly didn't try cause i wasn't sure how to code unique effects (first time using this engine and I'm not really happy with it so still want to change). I was also thinking of elemental effects as well, that might help it
the game is good but some action break the game so check for other bugs it mostly it was after i upgraded a weapon there might be more so please check
Do you know how to get the crash, or share a screenshot. I can fix this if it's easy but I'm trying to remake this with a new game engine so any bugs will be irrelevant. (Though progress is very slow)
idk exactly but it happens after i scrapped weapons and then tried to equip them
Managed to fix the bug, actually its related to compressing code after I compile. I never found it because I was always testing the development version, and I guess I didnt properly test the release version
you should check for other bugs now because when you get further down the line it will be a hassle later
Played the game for a few hours and here's the feedback i would like to say;
The flow of the game is nice, there's a lot of things going on but not to the point of being overwhelming, battles are a fair challenge. However it's with the battles i began having issues with how the game plays;
Skills both passive and normals are far too one dimensional with all characters, what i mean by this is the fact that most skills have a singular action trough out all rarities, making the advantage of having higher rarity character simply being "higher stats" which to an extent defeats the point of them being harder to pull.
Same can be said for passive skills, a good portion of them are bland and barely make a difference in gameplay if at all, once again defeating the point of character rarities to an extent, after all what's the point of farming to get a Rank 1 character when they bring almost nothing to the table other than higher stats?
As a suggestion; give higher rarity characters multiple effects on a skill, for example "Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn". Same thing can be applied to passive skills, example "Heaven's Door - Buffs all allies atk by 10% for the first 3 turns in battle; Heals 5% of own HP for the first 5 turns". Skills like this on higher rarity characters would give a much better reason to summon for them since they will be much more impactful in battle.
For my second and last feedback for battles, it's definitely the UI. It works fine for the most part but some information could definitely use a bit more highlighting, what i mean by this is that the "target" indication is rather small and not very eye catching, so on the first few battles i was rather confused on who i was actually targeting. While i did get used to it overtime, i think it still is something worth keeping a note of.
Overhaul i see a lot of potential in this project of yours and i hope at least some parts of my rambling can be of use to you. Good luck on your future projects!
Skills being one dimensional is probably because I'm lazy and didnt want to make a unique set of skills for every single character but my other excuse is because of the game engine. RPG Maker cant do those effects you suggested by default, and i didnt want to write custom code just for one skill, so i've left them being generic. The unique passives (which are custom coded) were meant to be whats separates each character and break this genericness but i guess they arent interesting enough to give a reason to pull for a specific character. For the next version, I'm planning on using another game engine to have more flexibility for creating skills, though truthfully i wanted to continue with using generic skills for convenience, guess i need to put a bit more thought in that area
Thanks for writing this
Understandable, but i would like to point out that you're incorrect about rpg maker not being able to do my suggestions by default, i know this because i've used it in a project before. You can look up "Damage formulas 101" to know just how much you can do with skills by default. Here's my example from before but in a more technical way;
"Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn" would be "a.addBuff(3,1); a.atk * 8 - b.def".
As for a different engine to work on the game i would advise against blender, it's not exactly beginner friendly.