Hey Mooglerampage, I know you were in chat so you likely caught everything, but here is the recording in case you need to review anything missed:
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Moonfell: the Tides of Aether's itch.io pageRate this game
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Ai Usage
If you have competed before, how has your game changed?
Balance changes, UI updates, limited controller support (X Box), map tweaks, tile fixes, and a small amount of additional content.
Genre
JRPG | CRPG | MMO| RPG
Rating
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Hi fellow RPG Maker dev!
As you can tell from my own games, I'm a sucker for pixel art, so your game was right up my alley, and it didn't disappoint! Old school RPG fun with great graphics and music + modern QoL options, what else could one ask for? The story is also great and intriguing, makes you want to know more. I love how it seems fairly at first, but then... (no, won't spoil anything here!) Special mention the boss battle music! <3
Keep up the great work!
Hi there, thanks a lot for playing and for your comments!
I do my best to strike a balance between retro and contemporary so it is great to know that shines through while playing.
Is there anything that would like to see more (or less) of as the project continues, or anything that you felt could be improved in general?
Also: I remember Turn by Turn Villain from a previous Feedback Quest. It just clicked when I was looking at your itch profile, and I remember that game being pretty neat. I have your submission for this FQ bookmarked and plan to put some time into it tomorrow.
Thanks again and glad to see another returning developer in FQ9!
Gameplay starts at 1:22:30
I'm curious to which version of rpgmaker you used. I absolutely LOVE the retro/pixel art style. It reminds me of the rpgs I grew up with. I saw you pop in just as I was ending the stream. I was also surprised that the demo went on as long as it did (not a complaint!). I like the field abilities; it reminded me a bit of Breath of Fire and also the Mario and Luigi rpgs. Combat went well and the explanations for the different mechanics flowed smoothly.
Hi there and thanks for the stream & review! Sad I didn't catch more of it live, but I've watched the VoD which was super informative.
The game is made in RPG Maker MZ, which I highly recommend using given its QoL features and extensive plugin suite.
There's quite a bit more demo left (it goes all the way through Chapter 2) but I have no expectations of folks in a jam with 200+ games getting anywhere near the end. Thanks for getting through a very respectable chunk and I am glad you enjoyed it so far.
Side note, I did play your entry several days ago, but haven't had a chance to type out my thoughts yet. Should be this upcoming weekend.
With all Feedback Quest 9 games, I play each game for 30 minutes or so to provide context for my comments.
Thank you for joining the stream! Hopefully my reactions help with the game development. As a quick reference, here is my review/feedback.
Overall, I really liked the game concept! The graphics and music took me back to the pixel RPGs of yore, and I loved it. It's clear you put your love of that style of game into this game, and it's much appreciated.
As I mentioned on stream, the game would not work with game capture in OBS, and I had to use window capture, and the audio didn't come through unless I unmuted desktop audio (which I tried to do but realized too late I'd hit the wrong one 😅).
I absolutely loved all the options, especially having options to turn off flashing and to be able to choose from a variety of fonts to help with readability. I went with the Luto font as I found it the most comfortable for me, though I did notice that sometimes it escaped the text box, and in one bit of dialog, it resulted in a word being cut off.
In reflecting on the game, I did find myself wondering why the story started with the Captain and her husband and the seemingly unimportant discussion they had before the attack. Presuming they died protecting the kids, it almost feels like it would have been better to maybe start Estelle's point of view as she searches for and protects the kids, and the kids' reactions to what's going on, as it would have more relevance to the story as a whole, at least from the description on the Steam page.
All in all, though, great demo and for sure had me wishlisting the game on Steam for its eventual release :)
Vod link: https://www.twitch.tv/videos/2880630045?t=01h34m27s
Hey there, thanks for the stream and feedback (and for covering Feedback Quest 9 in general)!
The OBS audio issue is something I'll have to mess with. After the stream I realized that I've never used Game Capture in OBS and always defaulted to Screen Capture, and it might be for the very reasons you mentioned. So if I can't fix that interaction, I can at least make a note of it on the game and jam pages to help streamers and LP-ers down the line.
Glad you thoroughly explored the options menu and found that font / text box issue. I will have to do a full run with each font at some point, as time permits.
Regarding the intro, the starting perspective is meant to establish that Odette and Cafer are very capable, while presenting the antagonists as significant threats in spite of that. Sort of like every time Worf gets beaten up on an episode of Star Trek: TNG, I suppose. There's also some subtle implications about Odette and Estelle's relationship that, I hope, pays off in character moments players will see in later chapters. It is a bit of a risk and might not land with everyone, so I am always open to differing opinions there.
Appreciate the review and wishlist - every one helps a ton!
- Youtube Link / Twitch Link
- Graphics : Generally fine, some things could maybe do with a touch-up or change for consistency but IIRC this was said to be asset pack usage.
- GUI : Generally fine
- Performance : Fine
- Music / Sfx :
- Music : Fine
- SFX : Fine
- Gameplay : Fine, RPG of the J sort.
- Misc Issues :
- RPG Maker woes, some issues on capturing for video
- Notes :
- Character picture is still present in the status screen when swapping between parameters, properties, elements, access ; it might be better if it faded out?
- Would be nice if there was tooltips under parameters to get more information on what a thing is and what it might affect.
- I like that monsters visibly drop items post-defeat
- Final Thoughts : Overall, I do like it and want to give it a revisit at some point in the near future as I didn't give it as much time as I would've liked.
Thanks for the stream and detailed feedback!
Quick clarification on graphics: while I am using an asset pack as the "core" for visuals, there are a lot of custom sprites (and edits) to expand and improve upon what is already there. So any of those suggestions are totally fair game, and I've already started implementing a few tweaks based on FQ9 playthroughs.
I can look into hiding the character picture in some status pages. It does get a bit "busy" in some screens for sure.
I like the parameter tooltips idea. Tutorials for each param were my initial compromise but I'll look into your suggestion.
Happy to hear you enjoyed the game so far and I would be excited to get your thoughts on the rest of the demo after FQ9.
Gorgeous game, honestly was surprised to see how deep and satisfying the battle system feels too. Cool world, nice puzzles, good sense of exploration and rewarding players for curiosity, insanely well done introduction to the game with good pacing and nice variety.
I had some minor nitpicks in the video, like controls, some textures that dont quite fit, but all just minor stuff. Three thumbs up.
Thank you for the detailed review and feedback! There are definitely some action items I can incorporate into future builds, particularly as it pertains to default controls and key bindings. I play with a controller by default and it's easy to overlook alternate setups without input like this, so that is very helpful.
The page description is also food for thought. I can see the battle system especially as being "undersold", since my focus for this game was really the story and writing. So I will certainly consider how to convey the systems depth more clearly.
Thanks again!










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