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(+1)

Time to get critical. 1. Gotta let people know how to select and go back in the menus. I just dragged my fingers across each key to figure out how to do anything (Z is select and X is deselect by the way) but we got there. 2. the GP system is super sick and I don't recommend just telling the players how to restore it or gain it in the first place but seeing that I couldn't do anything at first was a bit confusing and I'm sure could turn some people off. Telegraph the path to using "hype up" for the first time but after they let everyone experience the battle system on their own. 3. The character indicator line blends in too well. Make it stand out more. I initially got confused during combat on who I was using and what was going on. 4. Maybe make a way for the player to see each character's status as they're selecting their moves. I forgot what my characters were spec'd into from time to time so that'll help as the projects become more complex. 5. In the future it would be cool to have a compendium on the different status effects and what they do. No need to explain them per se in combat, but as new status's are discovered it would be cool to be able to review them in like a notebook or journal in game.  I gotta go right now, but I'll leave a list of all the things I loved another time, and the list is much longer than this one. Great step in the right direction and keep on making games my friend! S*** went hard B-) (man with sunglasses)

The feedback is much appreciated! I agree that some form of tutorial would definitely be an improvement, and the extra suggestions for clarity and QoL are great ideas! :D

(+1)

Amazing!!! A great introduction to your world and an engaging take on the JRPG battle mechanics I normally HATE! The battle animations are well done and the dialog witty and sharp. Very proud to see how much progress you've made as an artist and am excited to see what comes next.