This, so much this, while I personally love Apostles as anyone on that thread would know(And no offense to the creator of Roundbound, but I think it is much better in the story writing department than this) not everything has to be Apostles level quality. Just as Adventure Time can co-exist with Breaking Bad, the games are going for two completely different feels. There are so many times I return to Apostles and realize how something got foreshadowed MUCH earlier on, and or all the subtleties of the writing, meanwhile I know for a fact Iām going to return to this game since (As said before) the witch bad end is dicksplosive in a way no other of itās genre has really captured. This game is Saints Row to Apostles GTA.
Tl;Dr I love both Apostles and Roundbound for VERY different reasons, comparing the two is completely apples to oranges, and both should update more often :^) mods the last part is joke, plz donāt ban ;_;
The discussion has gotten off track. People have aired their criticisms, and the criticisms of said criticisms, the developer has responded, letās move on and refocus on the topic.
Hi! Iāve recently finished version 0.2! I just wanted to drop by and give my critiques.
First, the good.
This game is GORGEOUS! I canāt seriously believe that this is your first RPG maker game. So many RPG maker games fall victim to the textbook āpre-alpha indev testā look that plagues the project well into release. But your game? It genuinely looks and feels professional. Well done.
I love how you approach player freedom in your game. The player is, in reason, essentially free to tackle which ever task they wish to deal with in order to progress the general story. Itās a kind of blend between more linear games (like Apostles) and more total freedom games (like Princess Goblin Story). Itās a cool game design philosophy that I hope you stick with into the future.
Now, the stuff that Iām wishing for
Iām disappointed that the weight gain the party experiences only culminate in overworld sprite changes. It would be really, REALLY nice if fattening your party had an impact on how the party interacts with the world, and what they can and can not do.
Iām disappointed that this game has random encounters. Random encounters just arenāt fun, and I think you should use another system for making the player fight enemies. Personally, I would rather have the enemies appear as sprites in the overworld that would challenge the party if the party crossed an enemyās line of sight, but thatās just my take.
With that, I think this is one of the few WG RPG maker games that has a foreseeable shot at being a near-perfect model for what a WG RPG maker game should be. I wish you the best of luck in your development of this project.
How do you do the three quests for the oracle? Iāve done the one from the girl in the inn and Iāve told the bandits to leave. Not sure if Iām missing somethingā¦
So I just played this and I had to come on here to say I really had fun with it. My thoughts are going to ramble a bit but I got a lot to say about it. First off I just plain had a good time basically the whole time I played. I think you did one of the most important things these fetish rpg games can possible do by putting in belly within the first few minuets of the game. Itās something I see a lot of people not doing recently and imo doing it gets people on the hook. They know what kind of game this is, and what to expect from it now without having to wade through an hour of set up to get to something. Iām also a big fan of both npc expansion and side quests because they offer a bigger feeling of freedom for both the player and the dev creation them as they let you experiment and cut loose trying things you couldnāt normally do in the main story. It also makes the world seem more alive when you can actually see towns change as people get bigger or interact with other npcs who have, and thatās something that you donāt really get much in rpgs outside of our community. The story is still short, but I can definitely see the set up already and Iāll be eagerly waiting for more. Iāll leave this with some advice that I hope is helpful to you in someway since this game is still very early in itās development. Donāt be afraid to experiment and try as many new things as you can both ingame and for art. Itās a little hard to get used to rpmakers camera angle, but once you do it does get easier, and there are plenty of us here willing to give spriteing advice if you need it. Puzzles and quests give you a lot of room to test new ideas too, donāt be afraid of adding something in even if you think itās too easy because as long as our monkey brains get to push buttons and thereās no rng battles interrupting the puzzle then everyone will be happy. Let me know if you got any questions or need advice, and Iāll try my best. to help out, and Iāll be here waiting for more.
This is cute, some of the locations and setpieces feel a little fresher than your average RPGmaker fetish game. Like some other folks said, itād be nice to see the characterās weights reflected elsewhere besides their overworld sprites. Big fan of the different weight levels so far tho.
Found a bug here, probably an easy fix.
If you talk to Pii from the side to reset your weight here, you get softlocked once she moves out the way.
If thereās one big criticism I have about the game, itās that the moments of weight gain feel largely dissociated from the playerās input. Sure, things can happen as a result of the playerās actions, but it feels more like those events are a product of circumstances around the player characters, not a direct result of their actions. In other words, instead of feeling like the catalyst for people putting on weight, Iām just doing unrelated stuff that randos ask me to do, which just so happen to result in someone getting fat.
This is pretty fun, looking forward to seeing more.
I ran into a game-breaking bug, though, after this eating contest, I tried to open the menu, but I got this error. Clareās at the third level of fatness, and I guess her portrait isnāt loading for some reason.