I completed the game in Lite mode and now will attempt to share my thoughts about it.
I will try not to repeat any of the feedback I have given previously.
My Gameplay:
My strategy is simple, hit hard and fast with Phil and Mindy, use defensive stats with Tanko and use Helen to fix my mistakes. I get a kick out of using the least amount of items possible so I frequently hit the enemies with no items especially when they are low. Last run I used the defensive abilities of Tanko a lot, this time around I sparingly used them. In fact, I only used a meta armor once in the entire run. I generally used the cheaply available cloth instead. It is much higher RoI to heal Tanko instead of using armor in most situations except boss fights. So even Tanko of a lot of damage this run.
Seeing items consumed vs items received is also very fun to see.
I like that we have to give away the items to save the villages. This actually rewards players like me who are massive item hoarders. Many games actually have a simple sell option for items that isn’t too satisfying to I end up keeping my inventory full. But here my inventory kept getting cleared in a meaningful way. Good job on that mechanic! Don’t think I have seen this exact variation before where you have to select and submit most of the loot instead of purely hoarding.
Tanko fainted once in the final fight because of my arrogance and unwillingness to use the stronger armor provided by the dragon. That was no issue as Helen quickly revived our boi and healed him up to full HP.
In the final fight eventually only two were left, but they kept healing and that extended the fight quite a bit. eventually I won without any casualties or even low HP.
I have thought a bit about how the difficulty progression of the game goes and I have come to the conclusion that it is pretty spot on. We get powerful rather quickly and the last fight showing what the future of the game could look like is satisfying.
Requested feedback
If you play the full story mode, what do you think of it? Is it too long/wordy?
The intro is definitely wordy. I immediately want to kick some ass. RPGs do have wordy intros but they try to introduce some major conflict or some sort of hook quickly. With hungry for loot it felt like we had a lot of character introductions and it was a bit of a slow start.
For reference, I consider Golden Sun(GBA version) to have one of the best wordy intros to an RPG game. We do not see any action for quite a while, it is mostly cutscenes after cutscenes, but we do get to explore the world and do small quests that all leads upto the major hook. Combat comes in quite late. As long as the player has something to do, the longer intros could be made engaging.
Beyond the intro, the longer story mode is no issue in my opinion.
If playing the story lite mode, does the cut down story still convey enough and feel like it is at a good level?
I think the Lite version might be the way to go for the demo, because it gets us into the action immediately.
For either mode, does the story take too long to get progress? The combat is a bit faster paced, while the story is more RPG and builds up slowly.
I feel the story is correctly paced for an RPG and isn’t too slow.
We are saving villages and each village gradually gives us more information about the people we will fight and challenges we will take on.
Is combat feeling enjoyable? Or does it get repetitive and boring?
Combat is fun so far. I did not find it boring. The thing I would advice on it to give better descriptions for abilities when we open the character screen. Description on hover is perfectly worded, but if I am opening the character screen I definitely want to know more about it. What are the exact differences between them? There are two of Helens abilities that talk about growing pains, how are these different? (It is clear that one is stronger than the other and takes more AP.) Are the older abilities less useful after we unlock new ones? I do not know this since damage numbers aren’t clear even in the ability screen. This is one area I feel where the combat can shine more.
Other thoughts
- The game was even more fun on the second playthrough than the first one.
- Music is fitting catchy and enjoyable.
- This could be a repeat point, but I noticed the villages look quite similar and it is difficult to distinguish one from another. Differentiating villages is something Pokemon does really well. One of the ways is to change weather.
- I really like the item sprites. Very well done art!
- I do think the steam capsule needs some design work. It doesn’t do the game justice. I mention this because I know the goal is to monetize the game eventually.
- More gameplay screenshots on itch than just UI could also be cool.
- The ideal words per line acc to web design rules is 8-12. This does not always apply to games but I think it does to UI screens where readability is important. Some of the screens are breaking this rule.
- I 100 percent agree with Irmoz about the complexity this game has. The Menu has a staggering amount of content, with info about towns to stat screens inventories, all quite organized. (Icons for these are quite cool.)
- I left the game running and idle for about 40-45 mins. Unlike last time there was no lag spike whatsoever. The game around for I think 90 mins total without a hitch, very smooth!
If you have any other questions feel free to ask!
This was a great experience and I look forward to playing your next patch(and the roguelike mode).















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