RE: Ha hah! RPG making!
06-04-2015, 04:55 PM
I've played for about an hour, which means I've finished the mines and am about to go to the beach. Here are some feeds back; I mostly stuck with stuff that I felt could use improvement or mistakes I noticed rather than positive feedback because it's more useful for development:
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SpoilerIt would be nice to have an indication of the controls and/or a way to change them. Since it's a pretty olde-skule RPG they're fairly simple and intuitive, but clarity is never unwelcome.
A faster way to skip through conversations you've already had would be nice, too. I always talk to NPCs at least twice to make sure I don't miss any dialogue options or Easter eggs, so when the script is fairly long, I end up mashing space a lot.
You might want to work with smaller numbers for things like HP and MP. When you start out with several hundred of something, it gets out of hand pretty quickly. My personal preference is not to have to deal with hitting and being hit for tens of thousands of damage by the end of a game, which is where it looks like this system is headed if the game keeps going.
Random battles are... not a great mechanic, for a lot of reasons. They discourage exploration, interrupt the flow of gameplay, get irritating very quickly, and really bog down travel especially once you outclass the monsters you're encountering. In the Mountain of the Gods dungeon, for instance, it very quickly gets to a point where the monsters literally cannot damage you, so the frequent battles feel pointless and tiresome, which is not very fun. I realize that it's a lot of work (and maybe impossible with the architecture you've got, I don't know) to change something so fundamental to the gameplay as it stands, but I'd really encourage you to look into alternatives to random battles.
Having the miners talk in Wacky Broken Russkie English is not a very good joke. It is not in great taste.
The TP system isn't particularly abstruse or complicated, but I've also played games that use it before. Not everyone will have, and I wonder if some people will be confused or put off by a system with no explanation or clear purpose if they haven't. I also wonder about what values I get in what circumstances, how much I lose between battles, and so on. An in-game manual to answer user questions or give extra information might be nice, and could easily be optional for the kind of players that hate tutorials.
I'd like it if you were healed for the amount of HP/MP you gained on leveling.
The description of the Magibunkle's default Magic Staff cuts off on the equipment page.
You can get lots of Pondtatoes by repeatedly searching the crate that has them in it. Then again, once you have fifteen, you stop being able to search it anymore, so I suspect you already know this.
You can also get lots of Warp Staffs by having the conversation with the miner repeatedly. I got tired of clicking through it by the time I had eighteen.
The Magibunkle has access to a Special menu even when it doesn't have any specials. It'd be nice if it simply didn't have the menu, the way Georgette doesn't have a Magic menu when she doesn't know any magic.
Georgette knows a special that consumes MP instead of TP (Wild Splash), and I'm not sure how that's different from magic. I didn't even know why she was losing MP until I used it a few times, because the cost color isn't super different (and may not even be discernible to people with some kinds of colorblindness).
I hate it when party members take my shit when they leave, so I was ready to get mad at Makari, but now that I double-checked, I think she left it. Which is nice.
The description of the Guard's Coat is "A strong, lightweight coat worm by guards.".
The singular of luchadores is luchador, not luchadore. Unless that's intentional ofc.
A faster way to skip through conversations you've already had would be nice, too. I always talk to NPCs at least twice to make sure I don't miss any dialogue options or Easter eggs, so when the script is fairly long, I end up mashing space a lot.
You might want to work with smaller numbers for things like HP and MP. When you start out with several hundred of something, it gets out of hand pretty quickly. My personal preference is not to have to deal with hitting and being hit for tens of thousands of damage by the end of a game, which is where it looks like this system is headed if the game keeps going.
Random battles are... not a great mechanic, for a lot of reasons. They discourage exploration, interrupt the flow of gameplay, get irritating very quickly, and really bog down travel especially once you outclass the monsters you're encountering. In the Mountain of the Gods dungeon, for instance, it very quickly gets to a point where the monsters literally cannot damage you, so the frequent battles feel pointless and tiresome, which is not very fun. I realize that it's a lot of work (and maybe impossible with the architecture you've got, I don't know) to change something so fundamental to the gameplay as it stands, but I'd really encourage you to look into alternatives to random battles.
Having the miners talk in Wacky Broken Russkie English is not a very good joke. It is not in great taste.
The TP system isn't particularly abstruse or complicated, but I've also played games that use it before. Not everyone will have, and I wonder if some people will be confused or put off by a system with no explanation or clear purpose if they haven't. I also wonder about what values I get in what circumstances, how much I lose between battles, and so on. An in-game manual to answer user questions or give extra information might be nice, and could easily be optional for the kind of players that hate tutorials.
I'd like it if you were healed for the amount of HP/MP you gained on leveling.
The description of the Magibunkle's default Magic Staff cuts off on the equipment page.
You can get lots of Pondtatoes by repeatedly searching the crate that has them in it. Then again, once you have fifteen, you stop being able to search it anymore, so I suspect you already know this.
You can also get lots of Warp Staffs by having the conversation with the miner repeatedly. I got tired of clicking through it by the time I had eighteen.
The Magibunkle has access to a Special menu even when it doesn't have any specials. It'd be nice if it simply didn't have the menu, the way Georgette doesn't have a Magic menu when she doesn't know any magic.
Georgette knows a special that consumes MP instead of TP (Wild Splash), and I'm not sure how that's different from magic. I didn't even know why she was losing MP until I used it a few times, because the cost color isn't super different (and may not even be discernible to people with some kinds of colorblindness).
I hate it when party members take my shit when they leave, so I was ready to get mad at Makari, but now that I double-checked, I think she left it. Which is nice.
The description of the Guard's Coat is "A strong, lightweight coat worm by guards.".
The singular of luchadores is luchador, not luchadore. Unless that's intentional ofc.