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Played it some weeks ago, forgive me if I forget location names or some things...

Pretty decent plot with good implementation and some unique concepts like the Reaper section. 

Sometimes the maps seem creative but also they have a lot of open space between them. I liked the forest section. The city makes sense. The house location seems a bit open but also makes sense. But the sewers are too open and straight-lined, which maybe makes sense for the sewers but I wouldn't like that for other locations because exploring the sewers gets a bit boring by the end. Make it have more diverging paths like the forest location.

Most characters have unique and enjoyable interactions, both main and secondary/NPCs, but it is pretty visible towards the end (castle section) where the demo clearly ends because most NPCs there don't have dialogue which may break the immersion a bit.

The combat is far too easy after some levels because the regular enemies stop being a problem at level... 7? It's very easy to get to a high level where you wipe enemies out in one or two turns, and then grind to buy equipment that makes the rest of the game, including the boss fight, not very difficult. At the end you just avoid all the enemies and combat becomes boring because you ram through everything without consequence. I suggest maybe running through the game yourself or through some sections and tweaking enemy or character stats so the enemies offer more challenge.

Overall I did enjoy the game and it has some potential but it starts feeling a bit boring due to the map design and the combat. I think with adjusting these things you could have a pretty good game - you don't necessarily have to do a fix to the current demo but Act 2 (presumably, if this is the full Act 1) could probably do well with these changes. Looking to see more from this project.

First off, thanks for playing!

Most of the maps were made over a year ago, and I have came a long way in map design. The sewers are definitely boring in how straight the paths are, and I plan on changing that in the future and fleshing it out.

At the end of the current build there is nobody to talk to at the castle, other than an NPC if you explore a little bit into the dungeons, who will trigger the end credits and explain the end of the demo, but I didn't make that expressly clear. This point is where I stopped working on this project at the time, and where it will pick back up.

This is my first attempt at combat with RPG Maker, so I'm a little new to it. Things have also not been fully balanced as it was put together kind of fast. The equipment shops are a stand-in until I properly flesh that out. In the future, everything will have a place to get them and be balanced around the part of the game you are in. Enemies will have more of a challenge to them as well.

This game was made as a sort of jam between friends, but I later started expanding on it's ideas afterwards. The current content available is only about half of Act 1's current full scope. I plan to do a lot more to flesh it out totally.

I really appreciate, and thank you for your feedback!