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A jam submission

Occult: Scarlet ElegyView game page

A dark and melancholic dungeon crawler
Submitted by Biomacchia (@Biomacchia_art) — 2 days, 16 hours before the deadline
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Occult: Scarlet Elegy's itch.io page

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Comments

This game is going to make bank off the art style alone, you’re gonna be rich.

  • Running the game on Linux with Umu/Proton, as far as I can tell it works fine.
  • I was a little confused at the main menu, space being the only button that does anything? I didn’t see any button prompts anywhere. If the other buttons are only there for show I’d just skip them entirely until they do and just have a “Press Space” prompt to kick off the demo.
  • There’s a lot of typos in there, things like “an” instead of “and” or “excentric” instead of “eccentric”
  • The first big dialogue I didn’t get any portrait or sounds for Rowan which was a weird.
  • There’s a character missing from the fonts when I’m running it, looks like it’s meant to be a dash or something based on where it’s used. Looks to be UTF+2014. It’s not just the pixely dialogue font that gets this either.
  • Some other anons have said this already, but the pixel font for dialogue stands out as not matching the rest of the game. I think the combat log font would be a much better choice.
  • Interesting how the entire combat system is centered around Lily’s point of view. It’s certainly different, and I know at some point playing Bard’s Tale I just end up doing the same shit every round so maybe it will work. It sounds like the kind of gimmick I probably wouldn’t like but I’d need to play a lot more to know for sure.
  • I’ll say one thing about it that was already annoying: I set the party to target weaknesses when fighting some Burnouts and Yew just kept on slinging Fireballs which should have been an obvious bad choice. I’m not going to say it should be an option to fully control every character, but people are going to be constantly bitching about it if you can’t get the decision-making perfect at critical moments.
  • Not being able to use the mouse in the UI is a serious pain.
  • Killer music selection, I love how high effort it is having so many tracks in what is just a single big story section.
  • I don’t play a lot of VNs but I do love a good dungeon crawler and this is definitely activating my neurons. When people were complaining about it being story heavy I thought there was going to be a whole lot more of the talking first, lol.
  • Considering you don’t use it anywhere else, it was actually annoying finally having mouselook in the dungeon because I couldn’t tab over to my notes. I’d rather it just be something that happens while you click and drag. Especially considering it kept doing it once I was in the Tab menu.
  • I gave Antang this advice before, you’ll want to instantly process all grid movement and just have the camera constantly playing catchup. From the moment I started walking it was swallowing inputs because I was tapping too fast. One of the best things about this genre is that you can take it at your own speed but that’s meant to mean fast as well as slow.
  • Would be good for Escape to exit out of the tab menu too
  • Really annoying that Space is used to confirm everywhere but the dungeon where it’s suddenly Enter instead.
  • I ended up stopping after a few combats once Yew was down to low health. The items weren’t working from the Tab menu and I couldn’t see a way to cast spells from there either.

It’s early days of course but you’ve already got a solid foundation. I am hesitant about the lack of direct control for the party, but I’m looking forward to seeing how this shapes up.

DD69 is supposed to be for lewds but I didn’t want to age up any of your characters, and I had stars in my eyes when I saw Cammy carrying around a god-damned Arming Sword! So have this much lower-effort fanart that I hope you enjoy all the same.

https://www.twitch.tv/videos/2816075952

KINO, PURE KINO.

Sovlful art, sovlful level, sovlful backgrounds, sovlful menus.

Unreadable font and wonky UX.

Honestly - I absolutely love your game and I want you to succeed. This is exactly the kind of game I love, and I kinda want to go and play SMT4 after clipping the VOD. Great stuff.

Please fix your UX - the menus are a bit confusing. And let me control my party.

Other than that - amazing demo, a true gem.

-The mix of low definition and high definition assets(including fonts) seems sloppy.

-The combat is alright, considering it's halfway unimplemented. It also reinforces the story aspect I presume, since you can only control yourself so you have to be reliant on and trust your friends.

-Mouse support could be nice, for example the combat requiring 7 keyboard inputs is a bit much.

-I'd argue to not display the "We found..." box on combat end when you didn't get anything. It's irrelevant and gave me a false impression that I was about to see something of value.

-UI is partially broken in 16:10, mainly seeing beyond the veil in a few spots, most obviously when in 3D explore mode.

-I wander for awhile and can't find anything of interest beyond more rooms and some new enemies.

Submitted

Firstly the art is fantasic all around, well done! The intro writing is very cute and the sound effects on the spirit are very unnerving at the same time. I think you nailed the general atmosphere and aesthetic all around.

Items not being instant is an interesting choice (not a problem, but unexpected among turn-based games I've played)

I have mixed feeling about music instruments as voices, I've seen it work well before but the jumbled notes throw me off a bit, maybe it'd be smoother if it was a bit less random, like scales or chords? (I don't know what I'm talking about) Also some of them seem extra loud, like they were missed during audio balancing. (usually the ones that play over lily's music box, I think)

nitpicks:

  • game has no sound launching from desktop (this is normal in my experience, and probably a permissions thing on my end, so don't stress it)
  • couldn't select any menu buttons besides 'new game' (I assume they're not implemented yet, but no feedback on the title screen made me think input wasn't working)
  • game closed and restarted itself once on the title screen
  • option to cancel a skill while still selecting a target would be nice, also being able to back out of the dungeon Items menu to the general menu (maybe I'm not finding the right button)
  • battle log text is just a little small, and seems to fall behind sometimes (not sure if a bug with mult-target skills or I somehow scrolled up it by accident)
  • not sure if Lily has a basic attack I'm missing or not
  • wasn't able to use potions outside of combat

I got lost in the halls and died (eheh~) not sure how much was left but seemed close to the end and without a load option I decided to call it there for now. 

Curious what the story<->gameplay balance you go for will be, as I know the struggle of having a lot of characterization/worldbuilding/plot to introduce right at the start, it's hard to drop players right in the action like many often want.

I think you've got your best foot forward in terms of art though! Good luck on the game!

- The art is great, the premise is nice and I'm into it.

- The UI is amazing, I like the way the dialogues move to represent character movement in the beginning, very cute.

- The tune for talking is very cute, but rowan's doesn't really feel good for me especially when it's a long dialogue, lily and yew tunes are nice, maybe limit the tunes a bit, it doesn't have to be as long as the dialogue.

- Given the combat rate, I think making combat snappier would be nice, to speed up things, as I feel at some point the combat feels like a slog, like when you press the button, the button anims could be snappier, the transition between operation could also be faster, the click at the start at each combat to confirm the enemy name can be skipped, a button to fast forward the actions would be nice.

- Without a map I kinda got too disoriented and gave up, haven't seen the end of the demo yet :(

- Some shader issues(?) as it has white stuffs randomly and I'm not sure if it's intentional, I'm using 3080 TI.


(1 edit)

The instruments to represent talking! That's awesome, what  a creative touch.
Game crashed after the first battle unfortunately but has nice vibes, the relationship between Lily and the thing inside her seems pretty interesting too. Cool UI design all around.
There are a few typos, which can probably be fixed by automatic proofreading of the script.

Developer(+1)

Hey Jan, thanks for playing! I used a couple of the songs you made for the demo, I'll update the description in the main page with your credits!


Sorry to hear about the crash, did it happen right after the first combat? If so, it may be a problem with the newest build perhaps. I'll check the code right away

Yep, after the first combat indeed. (also it's Jens :^) ) Thx for using my songs!

(1 edit)

I played what I could and I'm really sorry, but my PC's issues were so bad that I couldn't get very deep in. The first time I tried playing it had the weird glitches I showed you and was running badly, and the second time I played it the glitches were gone but it was literally running at 5 FPS. I checked my GPU and it was randomly spiking between maxing out and doing nothing, it was very strange. Might have been a VRAM issue because that was constantly maxed out also but I don't know, if nobody else is having performance issues then it's probably something on my end.

From what I did play though:

POSITIVES: 

Graphics are amazing, characters interesting, and the writing was charming. A few ESL moments though. Honestly though I think the game will do well, it looks very appealing and the story hooks are interesting.

NEGATIVES/CRITIQUE:

In terms of the gameplay, I really hope you add some stuff for Lily to do each turn because like, hitting pass every turn isn't really super fun IMO. Also the Ally AI needs to be less dumb, they often spam defence when there's only 1 enemy left (they probably shouldn't use the defend command at all unless you order them to), use elements that they know the enemies are strong against, etc. I'm sure it will get better but like I said earlier you're gonna have to put a lot of attention to detail on the ally AI if you want the game to work.

Need a lot of extra QoL features. People are 100% gonna complain about you not having:

-Mouse support

-Text backlog(for dialogue)

-Combat speedup

-Better dialogue font. I think the pixel one kinda clashes with the rest of the aesthetic.

The mouse support and backlog will both be super annoying to add, I know, but there are easy ways to add speedup in godot at least.


BUGS:
-Rowan's eyes seem to be asymmetrical on many of his expressions in dialogue

-Ran into an issue where the battle music would keep playing quietly after battle

-Used the "conserve resources" command, everyone just used spells anyway

-When it starts raining in the intro, it spawns a new window instead of changing the current one. Maybe intentional?

PROOFREADING:

There are a few odd word choices and typos here and there.

- "I hope you hasn't forgot"

-"mired with protective nets" (This would usually be "mired in" but "mired" is an odd choice for that context anyway)

There were some more but I forgot to write them down sorry.

Developer

Thanks for playing man! Sorry about the performance issues you were having. I don't think I had any other complaints about it so far, but that's 100% something for me to keep in mind. I'll need a lot more people to give it a shot and see if it's a one-off issue or if there's something that's making the game chug in too many PCs

About the combat: I'm completely redoing it after this DD. I wanted to experiment this type of gameplay and see if it was fun and interesting to play, but after putting it all together I realized it would be better to just have a normal gameplay loop. I'll keep the AI implementation as a side thing however, there's some good stuff in there already done under the hood


In terms of QoL, those are planned for the future, it would be a little unviable to include in the quick demo however, but it's on the list!

One small thing is that Rowan's eyes aren't drawn incorrectly, he only has actually one good eye haha. There is dialogue about it I had to cut from the demo to be able to release in time.

As for the corrections, thanks for pointing them out! I'll make another spelling/sentence structure pass later on an keep those in mind

Submitted

Yeah, sorry, I’m not good with story heavy games so I had to drop out. Incredible art. I didn’t like the way the pixel font looked in the small text boxes but it was readable. It looks better in the large one.

Developer

That's totally ok, thanks for the feedback still. Someone else gave me the same feedback about the font so I'll look into changing it for sure 

Submitted

Great presentation

- music broke and didn't restart?

Not my kind of game but I think you will succeed.

Developer

Thanks bro! I hope so too haha. Even if it's not your type of game, I appreciate you giving it a chance