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A jam submission

Children of AzurView game page

Submitted by Azurdev — 2 days, 23 hours before the deadline
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Children of Azur's itch.io page

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Comments

Submitted

make the default music volume MUCH lower, i'm glad i had the option to lower it but before doing so i was pretty much deafened lol
i find the idea of pressing enter to advance text in a VN kind of confusing. most of them use the left mouse button to do so
the constant permanence of the previous lines of text as the cutscene progresses is kind of confusing. VNs usually have a log mechanic that allows you to read the previous dialogs, while only showing the currently spoken lines at any given time
the chaotic nature of the cutscene system also makes it hard to understand who's actually talking at any given time
some typos here and there, like "what are the task?" 
please add a button to close the game, i was genuinely surprised of having to open the taskbar to end the process when the demo was done lol
it kind of feels like a remake of your original game? why are you remaking it from scratch? i feel like you had reached some solid foundations back then, i would have just expanded that with the new stuff 

Submitted

Really cool presentation. The intro is kinda nice and works well as a hook.

The dialogs are pretty good and all the characters seems to have interesting personalities, though I still have a few caviats.

  • The text in the dialog box is a bit too close to the bottom of the screen. It makes it a bit uncomfortable to read. There should be at least one or two empty lines between the bottom text and the bottom of the screen.
  • People already said it, but it's not very intuitive that clicking on the text box doesn't advance the dialog. I thought it was a bug at first.
  • I don't know for others, but for me as soon as I saw the pose Made was making in her portrait, it completely broke the immersion. Everyone has somewhat standard poses, sometimes even telling something about their personality (like Pare) but hers just looks dumb.
  • I spotted something I'm not sure about... I think sometimes you try to create a pause in the dialog by inserting line breaks. If that's the case, it doesn't really work that well (as you already use line breaks to format your text). You should probably add something like "..." in that line to make it more obvious
  • When talking to the Merchant, the music stops looping after a while.
  • I had a weird screen after the end of the conversation in Marche, I assume it's the end of this build, but it might be a bug.

Anyway, pretty cool. I kinda like the pacing being handled the map roadtrip acting as chapters. It may be a bit too quick though... A slower animation could sell the time passing a bit more maybe.

Submitted (1 edit)

I keep mouseclicking on the dialogue box and it doesn't display the next dialogue line, it's pretty confusing

Cool animations at the start of the demo and in the backgrounds as well. Nice art style, it looks refreshing

The story is a little hard to follow as is, I think adding some SFX would help, or maybe having only the current dialogue line displayed in the dialogue box? I'm not used to the way it works right now

Lots of "What" instead of "Why" and that type of typos. CEO's mask comes off when we're talking outside with him when you ask "What do you think of the team?"

I really like the character design, they all look different from each other, there are some inconsistencies from one version of the character to another, like Rimahan's outline is thick when wearing the mask, and thick on the other sprites. Same thing with Massieu's shadow, it changes between the "tongue out" sprite and the other ones

Your fullscreen CGs are really cool, hope we see more of those going forward!!

The load function doesn't seem to work properly, I loaded a save I made from a dialogue, and it loaded the "navigation" screen. I couldn't load any dialogue from here

Developer(+1)

Thank for playing

I will add an option to have only one line of dialogue in the box.

Submitted

You got excellent presentation. I really, really, hope we aren't getting trapped the a cycles of guilt this time.

Would be nice if SPACE could advance the conversation too, not just ENTER. Since the left hand is closer to the number keys, that can be used to make dialogue options faster. A half second buffer period between dialogue lines wouldn't be amiss. Accidental double-click makes it too easy to get lost.

I am asked whether I believe in our expedition, but only learn what the expedition is about later.

A bit too much happens without interaction. 80% of the dialogue options are just asking for more information. Not really deciding much of anything. I know branching dialogue can be a real pain, but once a while the ability to just express opinions goes a long way. We also don't know enough about our protagonists before we get swept up by the plot.

Told Massieu to give back Ceo's clothes, and he did. But then Ceo a scene later says he has been naked for a whole day.

Looking forward to where it goes.

Developer

Thank for playing, about the interaction, there are not going to have much of them I think, it is a very basic visual novel.

Submitted

when mousing over a text option, there should be a better indication you're highlighting it. change the color?

in the first screen, Rimanah, Massieu and Made all speak. however, if you highlight the name of the speaker, it will change to their portrait. made spoke last, highlighting massieu changes the image to him. good idea, however if you move your mouse it creates a weird flickering. when you change a portrait, keep it changed until someone speaks or you mouse over another person

changing portraits in a bit flickery in general - something is off but i cant quite say what. maybe because both that and the text happens simultaneously, splitting focus? unknown..

ESLsms, just the worst

>Rimanah:

We are only there? --> There's only 3 of us? / It's only us three?

>What are the task? --> What is the task? / What are the tasks?

>Do you think the expedition going to sucess --> Do you think the expedition is going to succeed (two C's) / Do you think the expedition is going to be a success ? ( two C's) 

>No, let meet your friend. ---> No, let's meet your friend.

> Who never? (when asked about what games they play in the big ship) i get the idea but nobody would ever nbame a game that way. the usual English name is 'Never have I ever' (since youll say 'Never have I ever done <thing>' 

Massieu: Impressive; for a moment I thought you would cause a storm just talking. The radio 'specialis' and I are going for the instrument --> no idea what this is trying to say

Made:

Good, Sir Rimanah; later in the afternoon.... --> Sir Rimanah makes it sound like he's a knight in medieval times


------

Kato's the best, Massieu is great too

Ceo's dialog in the Nomad camp is repeatable (only one I've seen that was repeatable)

Ceo's shocked face is really, really weird. (When he says:L "That is all you can say? Nothing else?" )

Pare's "A fine tradition i shall continue." line made me laugh out loud, perfect, 10/10

>Massieu taps that

based


fun demo, no complaints. less weird English than before, interesting premise