Third round of constructive criticisms. Feel free to ask me to stop it these bore you or anything.
A way to pause or end scenes when they replay would be much appreciated
Losing a drinking game gives you a complete game over. I appreciate the offer of letting us save ahead of time, but ending the entire game over a spilled glass seems a bit much.
Well this is kind of weird. If you enter the Shipping and Transit Hut at the Dock in Bierbrunnan, youâll exit out of the Shipping and Transit Hut in the Capital. This isnât picking an option, just enter the Bierbrunnan hut, and then exit. I guess because the dialogue is the same for both huts that maybe the same location exit was copied over as well?
Edit: All the other locations seem to have the proper entrances and exits, it is just the Bierbrunnan dock hut.
No, keep going, I donât mind in the slightest. Somethings I will fix, others Iâll develop around for next time. I appreciate you writing up your throughts.
Well on the topic of constructive criticism, in the retelling of the journey through Claraâs stomach to Emmieâs sister Ellie, Iâm not super fond of the fact that, unlike other recaps, you have to do the entire âfightâ against the worm again including the game over if you happen to fail it. I was honestly also hoping that throughout the recap we would get some more of Claraâs perspective like we got with Emmieâs perspective during the Snake boss recap.
Hah, you are going to laugh, but I was supposed to do that for the last update. But my willpower to do something big and extra was at itâs limit and sometimes I prefer to just push out the content 99% (95%?) complete. I even promised Clinko I would so something extra for that, so adding a little extra to that replay is still on the cards eventually.
Ah, thatâs fine. The whole Recap sequence did feel a bit rushed and tacked on after all. No worries. Looking forward to what it ends up being in the next update.
Alright, time for day⌠four? Of constructive criticism as I play through it
After getting to Nordenhaven, There are several notable points where an object or character will turn towards the player, despite that object or character not actually speaking to the character. Notable examples include a cart just outside of the capital and a woman in the secret bar in Nordenhaven
When the bartender at the secret bar is saying that there is nothing that he can do, The word âdoâ is missing from that sentence.
Upon revisiting the island in search of the recipe, one of the bookcase descriptions in the failure room has ETV say âThis mortal planâ instead of âThis mortal planeâ
As far as I can tell, the âsecret recipeâ questline can never be officially completed. I mean, I got the recipe, made the food, talked to the boss, and he told me that more mob boss content would have to wait until next update, but the quest was never removed from the questlog.
When reviewing the story with Ellie, in order to stop telling stories, you have to say goodbye and leave altogether. This forces you to leave and then return in order to see any new changes to the garden. Also, changes to the garden apparently happen between stories, instead of updating while the character is away. either way, it can get a bit messy trying to see how the garden area is coming along.
In the post-recipe-quest story telling dialog, John from the bakery still gives Pro specific arrow-key instructions, but the minigame itself is inactive. You should probably remove the bit where John gives the specific instructions.
Holding W during the âWhatâs this? Whatâs this?â memory, immediately before unlocking the secret room, causes some visual errors. Thank god that wasnât a softlock.
The talking sword always seems to get an extra quip in after the battle is over. This seems like a glitch to me, especially since it tends to interrupt dialog.
When you got to Cascadia and raise the seagate, immediately after that youâll end up with a section that contains, among many other things, a cannon. You can walk through it on either tile, but then immediately below it is an invisible wall.
I absolutely adore this game and was compelled to make some fanart/dumb joke! This is just a wip, but I thought it looked nice enough to post. I apologize if some of the image quality is lost when posting.
I canât say much for the other ones, but this is an effect of how the quip system works. Anytime you finish a battle by killing the last enemy with Pro attacking with Lilacor, Clara using the Gun Skill, or Emmie using the Devour Skill, the next time theyâll talk will be superceded with the Quip line. Fortunately, this doesnât override dialogue, but can get a bit annoying. The alternative would be to have them take precedence over finishing the battle, or if the battle is complete, eliminating the quip, but Iâm not clear on how easy that would be to pull off.
Is there any chance we can get WASD controls as well as arrow keys?
For one thing, itâd just be nice to be able to have to option.
For another, and I swear that this is laziness rather than ludeness, it would be really convenient to be able to play with one hand.
Blame RPG Maker for that one, its not the creators fault.
RPG Maker is, at the end of the day, a somewhat limited tool when it comes to stuff like basic controls. It might be possible to create an alternative by using common events or a plug-in.
Edit: I found a plug in that implements WASD controls, but it costs 4 Euros to download ^^â
@Nerds Okay, since @Secret314159 asked about WASD controls, could you maybe activate the YEP_Keyboard Config Plug-in for the next release? The Plugin is already in the game folder apparently and as Secret said, the option is always nice ^^â
(Sorry, donât mean to sound demanding > <)
Keep up the awesome work, this is the first RPG Maker game in years that has had me genuinly invested and care for its characters and world. ^^
Iâve enabled it for the next update, but Iâm not sure how it will work with an upcoming mini game (should be fine?). Maybe have it be a âUser bewareâ thing. Iâll test it a bit and make it clear whenever I do the next update.
Normally you can just use the arrows keys to play one handed, but if people find that difficult, I donât mind allowing for a keyboard config.
One of the only misgivings I have remaining is that given how much care on the âpurityâ route to differ from the âgluttonousâ route, it feels really off-putting that Emmie still noms the crab with very little provocation at all. It feels like it should have had at least a bit of hesitation on the forced purity route, where barring the numerous larger events of forced gluttony for story-telling purposes, this is a side-event that feels like you should instead avoid if you want her to remain âpureâ rather than something you could investigate.
Effectively, I look at the scene from a new personâs perspective who is doing a blind playthrough and taking options that clearly, for a âpurityâ run, are based on not listening to ETV. Now they have no future knowledge of the crab event, ETV doesnât encourage Emmie to move the rock, insist that she smells something good behind the rock, and barely responds to Emmieâs immediate decision to devouring the crab whole. It just feels really out of place and jarring to have the âmostlyâ pure Emmie just decide to do this without any precedence.
Now the event, doesnât effect purity levels, as I double-checked and I still canât learn Belch from lady even after completing the event, so I can understand from a gameplay perspective that it isnât that important, but from a storytelling perspective it just feels weird.
As an aside, could we potentially get a purity-specific skill, item, or accessory piece in an upcoming update? It feels like that despite having the option to choose the pure route over the gluttony routes, the 100% purity route doesnât really have any benefits over doing a slightly less pure neutral route. Obviously, the gluttony route is going to have the best stuff, or it wouldnât feel as appealing from either a storytelling perspective or a gameplay perspective to pursue that route, but barring not getting lectured by the fairy, there doesnât seem to be any rewards currently for not just doing a mostly pure neutral route instead.