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vid: 

tl;dw suuuuuuuuuper cool art and style and aesthetic and music everything about this game is just dripping with talent as far as the actual media is concerned

as far as personal taste,  the dialogue seemed to take a long ass time and nothing really went anywhere but I really liked how the portraits danced and interacted with each other in cutscenes but overall I just couldn't bring myself to really feel the story or dialogue, nothing was happening just lots of info dumping and stuff at least it seemed to me, but the overall story itself does seem interesting, just not in a moment-to-moment way 

combat seems... er... idk; like there's a lot going on but not a lot of stuff happening also; I don't like not being able to see enemy health bars until i'm targeting them too. I personally would've liked an autobattle or some kind of auto system for this and also an automatic smart-equip system lol I am really lazy but I feel like its becoming more and more common these days for turn based RPGs to include streamlining stuff like this, just my opinion but also there's market evidence too, not sure if you wanna go that whole distance

I ran into some bugs

- "Defend" shows W instead of S

- Can't go back into safe room once you've explored it once (not sure if intended, door showed "open" interaction on it still

- Camera got "stuck" on a target-enemy-action (the little zoom in that plays when you're targeting an enemy) 

- really weird map/movement interaction @ around 40:00, move directions seemed to get disjointed or something while opening map but it fixed itself luckily 

Hey Vagrant, thanks for playing, also for the gameplay video!

It was a little hard to hear the voice a bit, but the transcript helped out. Seeing someone play through the game like this is also super helpful. 

As for the feedback, yeah the combat is not quite there yet. I've spent most of the dev time so far doing backend stuff and art, getting all the code in to get the game off the ground, so next step will be to actually do y'know, real game design hahah. There's lots of stuff that need tweaking. There's combat mechanics still missing, the weight, speed and stuff. People also complain about the controls a lot and that's expected, all the bindings are still what's natural to me during dev, I'll have to make a player pass soon.

As for the other QOL stuff you mentioned, noted! I had lots of them in my to-do, I'll add them in in time.

As for the story, too bad it didn't click with you. I knew DD would be a bad time to add a long intro, so one thing I made sure to add for the demo was a way to skip the dialogue and FF through it. It might resonate with other players more perhaps, but I'll also plan a different pacing later on and add a tutorial, which is very much missing and needed for what I've seen from this DD haha.


All in all thanks for playing and the feedback!