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A jam submission

Queen of the DeadView game page

High-difficulty, tactical RPG.
Submitted by italia2022 — 1 day, 5 hours before the deadline
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Queen of the Dead's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#464.0004.000
Controls / UI#653.4173.417
Sound/Music#773.4173.417
Overall Fun#1133.3333.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

RPG

JRPG | CRPG | MMO| RPG

Rating

For 13+

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Comments

(1 edit)

Hi MsItalia!

So, as you know, I had fun with this one. I have more than 200 fish to prove it! =P

Alright, jumping right in.

Sound and music. 

  • The biggest problem I found was the audio levels jumping and dropping between the different areas and combat. Not sure if it was the actual volume of the music or if it had to do with some coding glitch in the game. If it's the music/sfx themselves, you could go to some online sites and search for "normalize multiple audio files," or if you have a bit more experience, you could normalize it in a few software like Reaper or Audacity to start with. I would definitely recommend asking someone who would be able to help you. I could squeeze in a moment, no charge , sometime for at least the demo since it's still small.
  • As this is still a demo, I didn't think any of the SFX were out of place, and nothing really disturbed me. I think most of it felt like it fit the old-school RPG vibe and felt rather nostalgic. Then there were a few voiced lines like "level up" or "quest complete" that I thought were kind of funny, but it was a little low in volume to appreciate. 
  • I quite enjoyed a lot of the music, although I think there were a few tracks that could use a bit more work as the quality and feel were a bit less consistent.

Gameplay

  • I loved the gameplay loop but I can see how this could end up pretty difficult for those who don't really play RPGs. That said, you may end up losing some potential players who might like to come in and just enjoy the story and silliness. I think it is smart that you removed leveling in favor of tactical combat with no grind. The only problem is that the grind of leveling is simply replaced by gathering in this case.
  • As you saw, I was able to tackle almost everything on the first try, except for the slime, which I had to teleport away from. I know people might complain about the bosses being tough, but honestly that's part of the charm, or otherwise you have a visual novel with grindy combat like many other RPGs. It wouldn't make sense to have an easier game without losing the fun of the turn-based combat. If anything, an easier mode for those who just want the story would be pretty much asking players, " Hey, would you like to autobattle?" so you might as well at that point.
  • Diversity in the boss fights was a really nice touch. I did suggest that you could leave the bosses to be beaten in any order, but each boss gives you some kind of something to help you beat another. (Mega Man example) I loved the rewards that came with each boss but some of it ended up being a waste. 
  • For the demo ONLY, I would make the afk stuff just go a little faster, or at least have a streamer mode to remove some of the farm grind. I didn't really have trouble catching fish, though.
  • Map was simple and easy to appreciate; I'm looking forward to seeing Secundville. (cough... sorry)

Dialogue

  • Dialogue was fun, and you could read/see the personality in the characters you have so far.
  • I totally learned about a new term while playing your game. What else would it stand for, though?
  • On a serious note, I figure that you are still working on refining and adding more content, but for some of the more repetitive things that need to be done, such as talking to the Professor, I think a few diverse lines of dialogue would be nice.
  • I'm realizing I never tried to get $1million gold to see if the dialogue changes and if I could use the bank...

Visuals

  • I didn't have any issue with the artwork. As someone colorblind, I would generally give you feedback on anything that gave me trouble and hindered my experience.
  • The stretchy warping effect on the bosses was a little weird and I felt it took away from the experience a little. I get that you wanted them to seem a bit more menacing; maybe adding a background for their setting might be something that could make up for it with layered animation. Like for the Black Sheep fight, a field with maybe leaves or something flying by.

Anyway, again, thank you very much for the fun game and for letting me play it! I had fun. Keep me posted on any updates and hope you continue to develop the game!

Regards,

- Glim
GlimMusic.com

Submitted(+1)

At 2:05:02 I got a popup saying "Your profile could not be used because it is from a newer version of nw.js" Regular game coverage starts at 2:06:15. Gamebreaking bug found starting around 3:52:32 involving Soul Tether. Adding a standard "escape" so you can just return to the map you were just on might be a better option. The Putrid Perfume potion didn't seem to work in the cave; random encounters still happened. There's a music issue in the cave, when I used Rose's ice all against slimes, the music suddenly gets LOUD. Example at 3:43:28. At 3:45:38, the music spikes again and the battle music continues to play in the cave map until I teleported out. At 3:57:22 the music spike up happened again.

Aside from those issue, LMFAO this game. The bosses were tough, but manageable. There are lots of jokes and silliness, which I appreciate. This helps inspire me to make my game even sillier. It plays fine on controller, game music is solid overall. The "if you had one" joke was funny at first, but got old as EVERY item in the apartment I didn't have said the same thing. Having only the summoned monsters level up is a twist on the normal rpg mechanic. I was also used to just being able to walk out of buildings instead of having to press the action button to exit.

Still, an enjoyable experience overall!


Jam Host(+1)

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. :)

Developer

sure thing!

(1 edit)

Overall:

I’m really happy to see you working with real artists on this game. You can genuinely feel the heart and effort that the whole team has put into it. The creature designs are great, especially the rotting dawg. It’s a pretty solid demo, and I’m glad I got the chance to try it even though RPGMaker games aren’t really my usual territory.

Suggestions:

Difficulty: The game was a little too difficult for me personally. An optional difficulty setting could help players who mainly want to experience the story and adventure without as much mechanical difficulty.

-Tutorials / Guidance: I had a bit of trouble keeping track of what npcs told me, especially when there was already a long list of things to do. It might help to introduce mechanics more gradually and give players clearer step-by-step guidance. Assume your players are dumb and have smooth brains. 

Save system: Not a bug or complaint but save-scumming was necessary for me at some points, and I completely forgot that was an option until chat reminded me. (beeg brain moment)

Demo pacing: The demo feels like it could become a pretty big time sink, which isn't necessarily a bad thing. Personally, though, I’d prefer demos to be a little more short and sweet, just enough to showcase the game’s personality and make players curious about the full experience.

Positives:

-The art and creature designs have a lot of personality. They do have to eventually be consolidated into a homogeneous art style but it's lovely as it is for a placeholder.

-Even though I’m probably not the target audience for this type of RPG, I still found myself appreciating the game and enjoying the experience.

-It feels like there’s a lot of deep game mechanics here, which could make it a great time sink for players who are into this genre.


Here's the link to my VOD: https://www.twitch.tv/videos/2880734385

Developer

Updated the game with patch 2.9 with a few changes:

A major overhaul to the tutorial that makes the player use the Scan and Status commands before progressing to combat, additional information about how Agility works added after Professor Harrison's taunt, using Magic Dart and Quick Attack now prompts the player to use the instant cast ability they have not used already, and a bug that allowed the player to softlock themselves if the player's character uses an item before Life of the Party can fire.

Character portraits now turn black and white when knocked out.

Right click now opens and closes the menu (as well as all other menus that would be closed with Escape, B, or Circle.

The background volume when first starting the game has been increased.

Jam HostSubmitted (2 edits) (+1)

Overall a good start of the game, this game has interesting concept on how the RPG elements are arranged, I think visually we can use more communication. This game reminded me how in professional games there are usually around 4 cues to warn player before bosses do a big damaging move so they could prepare, colors, flashing, sound, and sprite changes, when team mates fall, they also have clear indication on sprite changes, like at least a change of color if not a change of sprite expressions, hope you can consider adding them to your quest designs. 


Especially on the part where my team is targeted right before a big move from the boss, the current "target" icon on my team GUI confused me, might be a bit faster in communicating that to your player if you put the visual changes on the boss sprite instead. Good luck and keep pressing forward. Your game at 58:28

Developer(+1)

Was able to get the portraits to turn to black and white when knocked out. Will get to changing the name color to red tomorrow!

Jam HostSubmitted(+1)

thank you, that's soooooooooo much clearer.

Developer (1 edit)

Also got the names to render in red! from 50% HP to 1 is still yellow.

(1 edit) (+1)

I downloaded the game today to make sure I had the latest version and played it for about 30 minutes.

As a lover of RPGs for most of my gaming life, I really wanted to enjoy this more than I did.  The art was really lovely, especially the character portraits and Professor Daddy.  I also liked the personality of the two girls.  The protag was more self-insert, which isn't my favorite per se, but not unusual, and it was nice to be a cute guy LOL

The story setup was a little confusing - the opening made it sound like he was being put in charge of a squad, but then when he meets the girl, it seemed more like he was a bodyguard for them and not leading an actual squad at all.  It would have helped if the game page had given at least a bit of what the story was about.

In terms of bugs: the game window had no title, nor did the game in the taskbar.   It also could not be viewed by OBS game capture, so I had to use window capture instead.  It's the second game in FBQ 9 that I played with that issue, but I'm not sure what solution to suggest, as I don't know enough about how that all hooks up.  

The lack of display options was also frustrating, as the game was in a relatively small window. I was able to maximize it, at least, but having fullscreen and borderless window modes, at the least, would be helpful.  When typing in my name, I had to click on every letter twice to get it to register, and likewise with the button to accept my name.  When the game pops up the control options, it says the menu is X, but it was actually Y on my controller (which uses the Xbox scheme).

For hiccups in the game itself, wayyy too much tutorial information is thrown out too fast.  There is a reason so many good RPGs give it out piece at a time, as needed, versus forcing a situation for the character to learn the entire crafting system (and then repeatedly being told how to buy more and from whom other than trusting the player to figure that out themselves when the characters that sell are in the same time.  I did find it interesting that all the recipes were the same price, versus being priced based on usefulness, strength, or effects.

The biggest point of frustration for me, however, was the battle system.  First, it tells you to just do certain actions, without any explanation or reason why (this would have been a better place to talk about the Life of the Party effect).  And I can't tell if it was glitched or I just wasn't understanding it, but multiple times after I entered commands for everyone, it just sat there and did nothing.  There was no option or button to tell them to commence their actions, and I could not figure out what I did to finally get it to attack.  

The professor's no-hit thing was an interesting mechanic to encounter in the very first battle, and it blocked incoming attacks rather than taking effect next turn.  But there was no explanation of how to counter it for multiple rounds, which only added to the frustration.

(And when I saw the MILF quest, I was totally curious about what that entailed LOL)

VOD link: https://www.twitch.tv/videos/2881486951?t=03h33m33s

Developer(+1)

Hey Collectonian,

Wanted to let you know I'm revamping the tutorial to make players use the Scan and Status commands before they can proceed to combat and there will be added information about how Agility works and how to use it to your advantage. This should make the tutorial fight much clearer. 

I am also looking into the incompatibility with the game with OBS: this has been a pain for me and some other players, so it's a high priority for me.

It is a bug that you don't go straight to combat after each of your party members selects a skill or item, I'm also looking into that.

As for the large amount of information given at the start of the game, it's a difficult problem. The game is non-linear and knowing how to craft is an essential part of the game, so I'm not sure if there's another place to put that information. The information from the crafting tutorial is available in the Crafting UI and it's much more intuitive once you actually start using it, so my hope is players will still progress even if they don't get everything immediately.

After I fix these issues, I hope you'll try the game and enjoy it much more next time!

(+1)

Yes, I'd be happy to try it again down the line :D 

I did laugh at your comment on making the tutorial boss a Souls-like boss ROFLOL

Developer (1 edit)

Okay I'm uploading a new version of the game with a revamped tutorial right now that should be much more helpful to understand what's going on! Feel free to try it! :) it would be version 2.9.

Developer (2 edits)

Released a new patch: these are the changes.

Teleports tab added to the main menu, teleports in battle moved to party command window.

Improved audio balancing: significantly reduced music and sound effect volume on startup.

Fixed bug that prevented the completion of Flower Power.

Minor fix to fishing that didn't always show how many fish you caught.

Added WASD movement and re-added mouse functionality.

(+1)
  • Youtube Link / Twitch Link
  • Graphics : Generally fine
    • The guy on the world map is the same sprite as Mark.
  • GUI : Fine
  • Performance : Fine
  • Music / Sfx : 
    • Music : Music has a weird glitch where it can just spontaneously increase itself? [Happens around 1:29:55]
    • SFX : The choice is fine, but audio balancing would be nice and hearing the same sound effect six times every time you fight a minor enemy swarm a bit annoying.
  • Gameplay : A bit of a non-standard JRPG , no real experience grind, equipment grind is kind of a thing but seems to be locked entirely behind bosses as if we were doing a JRPG version of a Souls game, and heavy reliance on buffs / cooking items from gathering materials as if we were doing a Monster Hunter game.
  • Misc Issues : RPG Maker capture woes , had to do a rather unorthodox method to capture the game. [Version issue?]
  • Notes : 
    • It'd be nice if the AOE attacks would just do one "hit" , both for expediency sake as well as reducing the amount of times the sound effects play.
    • Maybe fish should go 'extinct' (easter egg?) if you catch enough in a single sitting [I caught 183 bluegill because I thought it was non-functional]
    • Rose should have a spell , 'alakablam' /s 
  • Final Thoughts : I wasn't sure what to think of the game and I'm still kind of not. The game's a bit of a shitpost while also being an actual RPG albeit a bit non-standard. As I never fought the third [or any future] boss , I don't know how they feel to fight compared to the slime and ram but I certainly appreciated the latter more as it was much easier to grasp what to do. 
Submitted(+1)

Hard to learn, but once you inderstand how the game works, it becomes quite fun. An unique case when turn-BASED JRPG is designed to use the synergies of abilities and items, not to continuously use "Basic Attack" only, and it works! 

And Wow, a headless boss!


(+1)

I played this game on stream: https://www.twitch.tv/videos/2877899597?t=00h02m56s

I liked the complexity of the game! Crafting potions, food, and then combining them into soup was really cool. The battles with the monsters were surprisingly easy, compared to the tutorial battle with Professor Harrison. I had quite a bit of trouble figuring out how to slow him down. I believe you mentioned that after 3 rounds more hints would be given; perhaps consider making those hints appear earlier. I was getting somewhat frustrated before then :)

I really liked the summoned rat (and probably other summons too) leveling up and gaining more skills. The human characters themselves didn't appear to gain exp and level up, and perhaps that's by design. I like the twist!

As a suggestion, perhaps have a way to customize the protagonist, such as a male/female option. I was a little sad I couldn't play a female protagonist in the game :)

Overall, great complexity in this RPG!

Submitted(+1)

Kind of bringing me back to the old time of using RPG Maker XP...

Developer

Did you enjoy the game? Was there anything you found confusing or frustrating?