I want to give this game a 11/10 but there was one bug I found at 2:49:00-2:50:00- I know it’s a jump cut but I didn’t expect it as, I was using reflect win + Unmarked Present but the battle still when on with black screen.
Really enjoying this game so far! The item/skill design is especially thoughtful they're done with quite some thought put into them. Like the items relating to 1 HP mechanic or effects always hitting if an enemy is sleeping. I also really like the art style and writing (the main characters are super cute!)
Combat seems fair, not random, which I like (though the fight with the horse is quite difficult I'd definitely look into balancing that one a little) The saving system is quite forgiving and it incentivizes experimenting with the large amount of item/skill combinations.
Definitely excited to see where this project goes in the future!
Played this during stream. Overall a short (not how I played it but you know) lovely game with only a few quirks and plenty of charm. Would recommend.
Art and music are custom and all great. The only problem with presentation is tied to the next point.
3D/First person view: original, but comes with severe limitations and annoyances. A lack of sidestep, flowing navigation and some display quirks can make exploration difficult to parse (the trees in the second area are the worst offended). I understand most of these are limitations of the coding using, but still noticeable.
Would have been nice to have a minimap as you walk around or even just a compass.
Gear is all interesting and choices with it carry weight. Being able to fuse gear effects together at the cost of a rare currency was a very neat touch.
The text on steal fails is adorable.
I enjoy the approach to gameplay on the angle of "use tricks and cheats to win".
Story was sweet and paced sparsely through the game. The touches with the green flowers you notice much later are sweet.
There are a couple points where the difficulty spikes (granted, for optional fights) slapped me very hard in the face and got me frustrated, but I'm not very tactical.
When you recover your items, there's one type you do no (for boss reasons) which is fine, but there is no prompt to explain it which was bizarre when I later tried to find them.
There's a few gameplay bugs such as the skill capture not working and the reload on some gear skills making them very awkward.
Skill copying could have more friendly use: having to aim at 35% r less hp just going off a bar with no numbers or % is feels weird.
Turns blend together, and especially when exploiting multi-urn gear, it feels nasty when you miss the turn change because of no signal.
love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
this was super cool! i've always liked rpg scenarios where you can survive while underleveled through clever exploitation of your tools, so i was naturally stoked to play a game that makes those tricky strats your bread and butter. i was really pleased with how seriously combat made me engage with the robust arsenal of consumable items and how i was never allowed to forget about milly's fragility. it's an excellent candidate for a follow up imo, as the game introduces a lot of interesting ideas about 'door openers' and what it means to be one (both mechanically and thematically) but ends before it can develop them as far as i, in all my excitement, dared to hope. that's a critique, but one of the ones i'm happiest to give, 'cause it means the game makes a really strong case for its vision.. the copper palette was gorgeous and very potent, too, excellent use of an underappreciated slice of the color wheel.. terrific experience, my kudos to the whole team
thank you for the kind words!!! worry not, this is just a proof of concept prototype i made in 13 days for a game jam, i am definitely planning on making a full version so keep an eye out in the future if youre interested!
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I want to give this game a 11/10 but there was one bug I found at 2:49:00-2:50:00- I know it’s a jump cut but I didn’t expect it as, I was using reflect win + Unmarked Present but the battle still when on with black screen.
Really enjoying this game so far! The item/skill design is especially thoughtful they're done with quite some thought put into them. Like the items relating to 1 HP mechanic or effects always hitting if an enemy is sleeping. I also really like the art style and writing (the main characters are super cute!)
Combat seems fair, not random, which I like (though the fight with the horse is quite difficult I'd definitely look into balancing that one a little) The saving system is quite forgiving and it incentivizes experimenting with the large amount of item/skill combinations.
Definitely excited to see where this project goes in the future!
Would you consider adding your old game “Follow the Darkness” to itch.io?
shhh nobody needs to know about my old bad games
Personally, I’m fond of that game 😅
Kinda wish it was on itch.io
I think you’re a good dev
A hell of a game to play on the first day of pride.
Played this during stream. Overall a short (not how I played it but you know) lovely game with only a few quirks and plenty of charm. Would recommend.
Azure Dagger started a fight empty. I suspect that you have to end a fight with it equipped for it to recharge.
love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
this was super cool! i've always liked rpg scenarios where you can survive while underleveled through clever exploitation of your tools, so i was naturally stoked to play a game that makes those tricky strats your bread and butter. i was really pleased with how seriously combat made me engage with the robust arsenal of consumable items and how i was never allowed to forget about milly's fragility. it's an excellent candidate for a follow up imo, as the game introduces a lot of interesting ideas about 'door openers' and what it means to be one (both mechanically and thematically) but ends before it can develop them as far as i, in all my excitement, dared to hope. that's a critique, but one of the ones i'm happiest to give, 'cause it means the game makes a really strong case for its vision.. the copper palette was gorgeous and very potent, too, excellent use of an underappreciated slice of the color wheel.. terrific experience, my kudos to the whole team
thank you for the kind words!!! worry not, this is just a proof of concept prototype i made in 13 days for a game jam, i am definitely planning on making a full version so keep an eye out in the future if youre interested!
i'll be looking forward to it ^w^
nice game... Milly rules :)