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Ai Usage
Human made
If you have competed before, how has your game changed?
It is a brand new game.
Genre
Horror
Any Horror
Puzzle
Mystery | Advenure
Rating
For 13+
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Comments
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
Welcome back to the Quest, I enjoy your new secret project, I seem to vibe with this one a lot more, I could keep going if not for the time restraint.
5/5 for me on all category.
2:46:17 Fairies' Mansion
Thank you again for the stream. ๐ง๐ง๐ง
Gameplay starts at 2:44:44
The things rpgmaker can do is truly something else. I never expected MV to be able to create a horror roguelite, but you managed to pull it off! I like how when you take damage in the game, your character sprite and menu shows the damage. Hopefully one day Angel can escape from the Evil Mansion of Doom and Scary Things.
Controls are fine, menu easy to navigate. Each room with its own vibe is solid. I was hoping to find a way to heal after taking damage, but I suppose that's part of the experience.
Thanks for the upload. ๐ง
-I will be pretty honest, I choose that background because it looked cool. I had to look out online to understand what you meant. Now that I saw what a biblically accurate Throne looks like, I'm not sure what to think about it. If anything it can be a pun about the main character's default name (Angel).
-To prevent the player from immediately going back to the previous room due to the new being flipped 180ยฐ, the next update will include a direction-lock to the exit for like 30 frame preventing the player from immediately going back by mistake, like you suggested.
-Your RNG was clearly not good, but I think everyone will agree the game isn't easy especially early game. I already made a few changes to help out the early game (for example, there is now an extra minor gem in the Upper landing and a guaranteed gold coin the first time you enter the Mystical elevator). I may do more if necessary. An idea I got from the streams was to give each outfit a passive effect (like the grey dress will tell you how much loot there is in a room like if you had a compass, or the starting one will give you a very small bump to your loot chance).
-The palindromes books and the note you found are useful clues, but they do not suffice by themselves to solve their respective safes. More info is needed.
-Like in Blue prince, you cannot pick up any clue with you, it is intended that you take notes or screenshot any valuable clue (the game even now has a build-in screen capture shortcut to make the process easier) and once you got all music scores, you deduce the code. I have not seen anyone solve that puzzle yet (mainly because the 7th music score is in an uncommon basement room), but once I get some feedback on that, I may change the starting clue. It seemed like the memo with music notes was confusing people more than helping them.
I will happily follow a more complete playthrough, even if it starts at 2 AM in my time zone. ๐ง
As someone who really enjoyed Blue Prince, it was cool to see another game inspired by it, with added horror and RPG battle elements that give it a new twist. Overall I really enjoyed playing it and seeing how you incorporated those mechanics. And having a more fleshed-out story was nice.
I know your page already mentioned you're working on the typos and spelling issues, but I also felt the map was upside down once you left your room. So you go down, but on the map it shows you going up; you go right, and it shows you going left. That was really confusing and made me go the wrong way in the "only go right" room. There was also a room that said something along the lines of you'd be damaged the first time you entered it, but it damaged me every time. Don't know if I read it wrong or misunderstood or if it was a bug.
The fight mechanic was nice, especially with some being (mostly) optional, even though I, of course, just went in and was like "I'mma touch it!" and promptly died LOL. It would be nice to see an HP bar, as I wasn't really sure how much health I even had. It also led to me being confused about how to heal, since I thought it would happen once the night ended, but I started the next night still wounded?
All in all, a fun game that I hope to see again in the future as you continue polishing and developing it. Would certainly enjoy playing the full game when it's out :)
VOD (with timestamp) where I played it: https://www.twitch.tv/videos/2874427686?t=01h54m47s
PS: I was really confused about what the name was, as it said one thing on the page and another in the game ๐
Thank you for trying out this prototype. ๐ง I will happily ping you when it is fully released.
The minimap was a clear problem for a lot of people, so the next update will make the minimap rotate to always match the room you are currently in. It should remove the confusion.
I also noted I may need to find an elegant way to explain how hp works in this game, as it isn't as intuitive as I thought it would be. Basically, the main character has 2 HP. Anything that can wound her always deals 1 hp of damage, anything that can heal her always restaure 1 hp. She can either be in normal condition, wounded or dead. Hence why there are no health bar. Enemies have more hp, but they follow the same logic (at half health, their main animation change to reflect that they are close to death).
The charred room seems to have confused a lot of people, would this new version be more clear about it does?
You also were confused by the Toxic room; it doesn't hurt you the first time you enter the room (you just were already wounded because you went to the altar before), but it does hurt you the 2nd, 3rd, 4th times... Would you have a suggestion to improve upon the current text?
Hey, I know you were in chat during my playtest so you likely got what you needed, but I also uploaded the recroding to youtube in case you need to reference anything:
Thank you for the upload. ๐ง