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Lumina Legends's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5 | 4.000 | 4.000 |
| Gameplay/Design | #12 | 3.250 | 3.250 |
| Overall | #12 | 3.312 | 3.312 |
| Fun | #14 | 3.000 | 3.000 |
| Graphics | #15 | 3.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
I want to know if it's any good, really.
What did you update?
I added around 20+ maps, 50+ npc's, 5 towns, 11 quests and much more.
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Comments
It is any good, really. I love the Tank Girl named Suki, which means "Lovely" in Japanese and "B-tches" in Russian.
- I am stuck at this moment of endless refight with a boss (obviously a bug):
unable to come to the treasure chest behind them.
- Encounters are too frequent. I barely can pass 5 tiles straight before engaging another enemy group. An encounter in nearly 10 steps will be fine. Also, would be good to reduce the health pool of common monsters. They are too vital for a basic enemy. Alongside with frequency of encounters, the fights are exhausting and results in a wish to avoid/escape any encounter, which is not good.
- [Portable Tent] must affect a full party, not only one ally, because it meant to be a field camp every ally could rest in. This will be different from the Mega Elixir, as the Portable Tent is for field use only.
- In dialogue with Percival, Remi Lian has his portrait in combat attire, despite I changed my outfit after return back to the town.
- Some little typos, like "We don't deal with theives".
And bonus: In trying to pass through the forest after the thieves, I had to retreat back to the town and restore HP and MP by resting in the bed ("sleep"). That means, I spent 4 calendar days in the game world - 3 before the battle with the thieves and 1 after. And the thieves remained in one place and waited for something until I came. After all, Percival said "I see it didn't take you long time!". oh yes, It didn't. Only 4 days have passed! lol
This is perfect feedback! I'm working on it asap! I'm patching the farming on my Cozy game and then right after I'll fix this. I do apologize.
Encounter rate has been increased by 2.5x. I ran it again and I got annoyed myself and Escaped from 3 fights to hit the bug. I cleared the bug as well, thank you. I had forgotten to set a Condition for the Switch after the fight. I made the Portable Tent apply to the full team, and I took the AI part off the teammates so the player is now in full control. I dropped the starting enemies HP by half *Kormir Forest Troops* because I agree, it was a slog for a starter area. Good eye on catching the "ei" instead of "ie"! I'm triple checking further and then i'll reupload the updated version. I'll need to work on the game recognizing which Actor_Image is being used so it can always call it properly in Text.
v1.3 is uploaded. You're a legend for the help!
The game runs smoothly, even in the browser, which is nice. The graphics were well done and fights worked. I don't often play RPG, sotake all feedback with a grain of salt (or maybe a tablespoon of it), but I found it unusual to start with many abilities and then figuring out on the go which are strong and which are not and how to work them out. Until the first fight it was also unclear to me that I would only play one of the heroes (and which one). The first two fights I had happened to be identical – same opponents, same strength. In general I found no need for strategy there, which is a pity. (Maybe that would change later in the game.)
I was surprised that the game had switched to some kind of map mode where a city is represented by one square when I started out first walking through a whole city.
Finally, but this is probably an RPG thing, I found it weird to go to "help" people and then empty out every treasure box I see, even in the middle of a village. (I mean, that must belong to one of the villagers, wouldn't it?)
All in all, I see that a lot of work went into this, and it's definitely a solid foundation, even if it still needs some improvements.
I really appreciate you taking the time to give me this feedback! You're right, starting at level 70 was odd. I wanted to give an "already started adventure" feel, but that really took the shine from being able to gain abilities yourself. Each area has 5-6 enemy troops that it rotates through and I should have made plenty more for more rotation. The chests in town is actually spot on for the beginning area. My hope was to not have the player stall and provide them with enough Gold/resources to continue but, I agree with the you fully. I believe that because you don't often play rgps that I will take your feedback with more importance because you're seeing what I am not and I greatly appreciate it! This was my first JAM game and I will take this and grow from it! Thank you again! 🙏
It was a bit odd starting at such a high level. I've played a few games where the intro has you high level for a short bit and then you switch to your basic level 1 characters so you can level up and learn the abilities as you go. For a jam game I suppose that it makes sense to be high level to show off more of the planned features.
I really liked the number of options. Being able to stretch the viewport to fit the window was nice, as the default had a lot of empty black space around it. The option to reduce encounters by half or turn the off was also really nice and let me do a bit more exploring after I was done with the high encounter rate. On thing I'd like to see in the options is input remapping, or at least being able to see the defaults. I started by using keyboard and mouse, but had no idea what keys to use beyond movement and space. I ended up using a controller as there were fewer buttons to test out.
Personally, I prefer to control my entire party, or at least be able to guide the uncontrolled characters. The AI kept spamming powerful, and MP hungry, spells. This limited exploration time unless using a bunch of MP recovery items, which I don't like to do. Since we are starting so high level, I didn't know how common various items are and am less likely to be using a bunch at the start.
I played through the first boss fight (retrieving the stolen goods). I saw a chest past them, so after winning I tried to move forward, and saw the encounter dialog followed by the battle again. I tried again after completing the quest and resting and still got the dialog and combat.
I enjoy classic JRPGs, especially SNES and early PS1 era. RPGs are long and it takes a while to really get a good feel for how well they will be. From the little I've played so far, this one did not stand out to me, but wasn't bad. I'd need to play more to really get a feel for it, but the lack of party control and spamming of high MP use spells is really annoying for my play style.
Thanks for the feedback. This was my first ever jam game and I totally agree with a lot of your points. I can agree that the ai party can be annoying and I couldn't get the encounters rate down right with how small I had made some maps. I will take what you've said and apply it to my next jam game!