The animation of the two fighters are good, and it's fun to have moves corresponding to real types of kicks and punches, but selecting them (at least on controller) is a struggle. The middle options (in black) just went all over the place when trying to select them, and I couldn't get to the yellow move to the right of the selections.
Also, I didn't really understand most of the UI. I think the green bar is stamina and the bar on the right is a time table ? But I'm not sure how they work... I could do the first fight by spamming move without the opponent reacting.
I ended up crashing during the third fight when trying to do a "high block" when one of the enemy attacked.
I like the premise of the game, it reminds of Hybrid Heaven for the Nintendo 64.
Unfortunately, I have encountered many bugs and crashes. At first I seem to have played an early build (I downloaded many demos on the first day of DD), at first in the intro section I clipped through a wall and was walking outside a hallway, I saw the same thing happened to another anon so I downloaded the new build and started the tutorial/intro section again. I managed to fight the first group of guys but then on the second fight, when I won it crashed the game.
After that I decided to skip the intro and just play the game. It's a very ambitious project from what I'm seeing, I like the RPG setting you are going for. I managed to walk in the plaza/market, managed to talk to an NPC and then I got into a quest searching for a mohawk guy, once I teamed up with the sheriff girl we went to fight those guys that were holding the mohawk guy and when I was about to lose that fight the game crashed again. After that I decided to just give you my feedback.
The selection UI is not very clear, I think you need to highlight more the selected option instead of just using a black color on the text. When I first started I wanted to play the intro, but I ended up choosing the skip option. I restarted the game because of that.
Another thing, but this is just a nitpick. I noticed that the walk cycle sprites when going to the left the character tends to look backwards (picture attached). Not sure if it's intended but when I was stuck on a wall walking left I noticed that the character looks backwards. Just wanted to mention it just in case.
It's a very interesting project, but I'm guessing due to its production size it can lead up to coding mistakes like the ones I experienced. One step at a time, it was still a very good job!
Thanks for playing. Glad that despite the crashes, elements I've intended stuck out. Good catch on the sprites, I'll fix that along with the UI celarness. Been playing around with colors and transparency a lot so they are readable, but the sprites behind the UI stay visible. I'll get to polishing by next DD.
I like the idea very much. i could describe it as a topdown shenmue(v cozy), with jrpg melee combat
i dunno what's your objective with this, but imo it has potential. also the story seems interesting, with your origin be something that recalls the original shadowrun
my tip is to not spread yourself too thin and make a lot of content, since there are bugs to fix everywhere. imo you should start polishing and bugfixing; meanwhile take notes about the new content that you wanna implment, and add it as chunks one piece at the time
dunno for what style you wanna go, but i suggest you to make a choice between anime style of the pixels and dialogue vs the western style of the combat.
Random stuff i noted:
- i found the initial explaination of the bars on the right-side of the battlescreen hard to understand. imo also starting with all those attacks might be a mistake, even dq and ff starts with a semplified combat (my to go game for tutorial is ffx, u might like something else ofc, the important part is to take a step back and see how great games explain new mechanics)
- in the pier area (where you talk with sitting man) you can go out of bounds and walk on water if you walk into the little house at far left center, at the edge of the map
- i got the yellow mohawk bug too, when a girl with your same quest shows up:
ERROR in action number 1
of Other Event: User Defined 1 for object oDialogue:
Unable to find instance for object index 213
after that, i played the game and skipped the tutorial
- i like a lot that some quest can be solved with talk an not just by punching
Thanks for the thorough testing. I'll try to refine the tutorial further. Making sure people get the gist right away is really important in turn-based games.
I unfortunately chose the city as my title and setting, and the city has to have many things so it can feel it like one. But now I think I have plenty, and should really get around polishing the heck out of it for next DD.
For the art style, I originally planned it to be fully pixel art, but then it turns out that at the size of the battlers, it gets really complex and expensive, to the point a normal animator being allowed to draw at a normal resolution is much better. But now I got two styles not usually shown together.
I'm not big into turn based combat but it is clear that you put a lot of care into your combat system. I think the idea of combining the elements of Martial Arts with RPG elements is a fun idea.
I like the idea of the martial art jrpg. I was also quite impressed by the amount of content in the game!
I tried accessing the tutorial, but it seems broken. Unfortunately, going in blind, the combat is confusing. My tactics are basically repeating a type of attack that the opponent doesn't block, until I'm out of mana, then I block a bit, then attack again.
I finished the quest in the gas station, by beating up one guy.
I tried to distract the guy by the bin, but beating him up didn't help, neither did talking to him nicely.
After the fights I seemed to be teleported somewhere random every time.
On a second conversation about a guy with a yellow mahawk, going south:
Thank for playing. Fixed the tutorial 10 minutes before the review, lot of it wasn't what it should have been. if you want to see what it is supposed to look like, but glad to know the gas station fight works as intended.
I finished the warehouse sidequest and then re-entered my apartment, where upon talking to one NPC they just said "Paved with gold". Talking to the 2nd crashed my game with this error:
- I really like the concept for the combat system, but the balance seems off right now. Ducking seems to always nullify enemy damage and straights into roundhouse constantly delays the enemy attack.
- I was able to walk through a house and onto the water in the docks area
- During my first turn of every combat i was locked into doing a straight punch, I couldnt choose my move
- The first line of dialogue after the intro has a typo: "Good morning big buy!"
- more enemy types would help spice up combat
Its a pretty cool game. I like the setting and combat system. Keep up the good work.
Thanks for playing, and always testing my crap. That game-breaking bug is because I've accidentally left in the 2nd main quest, which was not done, so I've cut it out in a way that causes the game to crash. Got a quick fix.
Also broke the tutorial, so your lock could be because it is a restriction there (Need the player to use a specific attack for a single turn to demonstrate a point real quick)
Enemies are a bit dumb at the moment, so the demo can be completed with minimal issues, but smarting them up will be next.
Comments
Didn't play too much of the game in the end...
The animation of the two fighters are good, and it's fun to have moves corresponding to real types of kicks and punches, but selecting them (at least on controller) is a struggle. The middle options (in black) just went all over the place when trying to select them, and I couldn't get to the yellow move to the right of the selections.
Also, I didn't really understand most of the UI. I think the green bar is stamina and the bar on the right is a time table ? But I'm not sure how they work... I could do the first fight by spamming move without the opponent reacting.
I ended up crashing during the third fight when trying to do a "high block" when one of the enemy attacked.
I like the premise of the game, it reminds of Hybrid Heaven for the Nintendo 64.
Unfortunately, I have encountered many bugs and crashes. At first I seem to have played an early build (I downloaded many demos on the first day of DD), at first in the intro section I clipped through a wall and was walking outside a hallway, I saw the same thing happened to another anon so I downloaded the new build and started the tutorial/intro section again. I managed to fight the first group of guys but then on the second fight, when I won it crashed the game.
After that I decided to skip the intro and just play the game. It's a very ambitious project from what I'm seeing, I like the RPG setting you are going for. I managed to walk in the plaza/market, managed to talk to an NPC and then I got into a quest searching for a mohawk guy, once I teamed up with the sheriff girl we went to fight those guys that were holding the mohawk guy and when I was about to lose that fight the game crashed again. After that I decided to just give you my feedback.
The selection UI is not very clear, I think you need to highlight more the selected option instead of just using a black color on the text. When I first started I wanted to play the intro, but I ended up choosing the skip option. I restarted the game because of that.
Another thing, but this is just a nitpick. I noticed that the walk cycle sprites when going to the left the character tends to look backwards (picture attached). Not sure if it's intended but when I was stuck on a wall walking left I noticed that the character looks backwards. Just wanted to mention it just in case.
It's a very interesting project, but I'm guessing due to its production size it can lead up to coding mistakes like the ones I experienced. One step at a time, it was still a very good job!
Thanks for playing. Glad that despite the crashes, elements I've intended stuck out. Good catch on the sprites, I'll fix that along with the UI celarness. Been playing around with colors and transparency a lot so they are readable, but the sprites behind the UI stay visible. I'll get to polishing by next DD.
Overall thoughts
I like the idea very much. i could describe it as a topdown shenmue(v cozy), with jrpg melee combat
i dunno what's your objective with this, but imo it has potential. also the story seems interesting, with your origin be something that recalls the original shadowrun
my tip is to not spread yourself too thin and make a lot of content, since there are bugs to fix everywhere. imo you should start polishing and bugfixing; meanwhile take notes about the new content that you wanna implment, and add it as chunks one piece at the time
dunno for what style you wanna go, but i suggest you to make a choice between anime style of the pixels and dialogue vs the western style of the combat.
Random stuff i noted:
- i found the initial explaination of the bars on the right-side of the battlescreen hard to understand. imo also starting with all those attacks might be a mistake, even dq and ff starts with a semplified combat (my to go game for tutorial is ffx, u might like something else ofc, the important part is to take a step back and see how great games explain new mechanics)
- in the pier area (where you talk with sitting man) you can go out of bounds and walk on water if you walk into the little house at far left center, at the edge of the map
- i got the yellow mohawk bug too, when a girl with your same quest shows up:
ERROR in action number 1
of Other Event: User Defined 1 for object oDialogue:
Unable to find instance for object index 213
after that, i played the game and skipped the tutorial
- i like a lot that some quest can be solved with talk an not just by punching
Thanks for the thorough testing. I'll try to refine the tutorial further. Making sure people get the gist right away is really important in turn-based games.
I unfortunately chose the city as my title and setting, and the city has to have many things so it can feel it like one. But now I think I have plenty, and should really get around polishing the heck out of it for next DD.
For the art style, I originally planned it to be fully pixel art, but then it turns out that at the size of the battlers, it gets really complex and expensive, to the point a normal animator being allowed to draw at a normal resolution is much better. But now I got two styles not usually shown together.
Thanks again for playing!
When i can download this? it seems you are updating your build every other hour
Sorry! It is up now. (Until you tell me something is broken again, and I'll drag it back to the lab kicking and screaming.)
I'm not big into turn based combat but it is clear that you put a lot of care into your combat system. I think the idea of combining the elements of Martial Arts with RPG elements is a fun idea.
I like the idea of the martial art jrpg. I was also quite impressed by the amount of content in the game!
___________________________________________
############################################################################################
ERROR in action number 1
of Other Event: User Defined 1 for object oDialogue:
Unable to find instance for object index 213
at gml_Object_oDialogue_Other_11
############################################################################################
gml_Object_oDialogue_Other_11 (line -1)
gml_Object_oDialogue_Step_0 (line -1)
Thank for playing. Fixed the tutorial 10 minutes before the review, lot of it wasn't what it should have been. if you want to see what it is supposed to look like, but glad to know the gas station fight works as intended.
I finished the warehouse sidequest and then re-entered my apartment, where upon talking to one NPC they just said "Paved with gold". Talking to the 2nd crashed my game with this error:
############################################################################################
ERROR in action number 1
of Other Event: User Defined 1 for object oDialogue:
Push :: Execution Error - Variable Index [0] out of range [0] - -6.dialogue(100080,0)
at gml_Object_oDialogue_Other_11
############################################################################################
gml_Object_oDialogue_Other_11 (line -1)
gml_Script_scrCreateDiagBox (line -1)
gml_Object_oPlayer_Step_0
Some thoughts/observations
- I really like the concept for the combat system, but the balance seems off right now. Ducking seems to always nullify enemy damage and straights into roundhouse constantly delays the enemy attack.
- I was able to walk through a house and onto the water in the docks area
- During my first turn of every combat i was locked into doing a straight punch, I couldnt choose my move
- The first line of dialogue after the intro has a typo: "Good morning big buy!"
- more enemy types would help spice up combat
Its a pretty cool game. I like the setting and combat system. Keep up the good work.
Thanks for playing, and always testing my crap. That game-breaking bug is because I've accidentally left in the 2nd main quest, which was not done, so I've cut it out in a way that causes the game to crash. Got a quick fix.
Also broke the tutorial, so your lock could be because it is a restriction there (Need the player to use a specific attack for a single turn to demonstrate a point real quick)
Enemies are a bit dumb at the moment, so the demo can be completed with minimal issues, but smarting them up will be next.
Damn it, right before the tutorial!
Immediate quickpatch have been applied. Thank you very much, you have salvaged my Demo Day!