Hi everyone! Long time no see!
I’ve just released a new small project! (Also available to EX supporters on Patreon)
Check out the demo to see if it’s to your liking!
This project includes very few story scenes and mainly focuses on turn-based RPG gameplay.
The weight gain content requires a bit of resource management to do mid-game, but completing the game allows you to access the wg content without the urgency!
I’ll be posting a dev log or two on the itch over the next few days to discuss future projects if you are interested in that sort of thing, haha
Let me know what you think!
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3 Likes
Genuinely, the battle system is unfair and unintuitive. I like the concept of the energy management, but the explainer text is so small and out-of-the-way that I didn’t find out how it works until I was more than 10 game-overs in after finally had won my first battle.
Accuracy is actually dogshit. Nobody should be forced to suffer 20 misses in a row. The stats only help IF you manage to level up. I think a pity system would greatly help with this.
These main issues led to my level 1 battle strat being to put all my starting stat points into HP and hoping I land 2 hits. Then I applied thorns and passed turns until the enemy died.
Speaking of stat points, I think the game should start with the stat screen. It took several game-overs before I found out they existed at all.
Honestly, these along with the fact that you can’t save in the demo have actively frustrated me enough to turn me away from the game.
2 Likes
I hear ya!
Accuracy is mainly a balancing factor for multiple units in a party so it definitely is punishing with only 1 low lvl unit.
The ‘man eater plant’ drops accuracy up items, which may be helpful to players early on!
Very good insight, I’ll definitely put it to use haha. My upcoming game starts with 3 party members so perhaps that will help with early difficulty
Thanks for your post!
edit: I have updated the game to include a pop-up regarding unspent SP! Thanks again for your feedback!