Well, it's been a long time since I last played this and since then many other games made me forget this one mostly. So I can't really tell you which aspects of THIS game I liked the most, but can tell what I like in general. Hope that still helps with your feedback collection
Story / Gameplay
I like it when the main aspect of your creation is interesting and fun. If you write an interesting story with fun (or enjoyable) characters, I don't mind if the gameplay isn't that fun. Vice versa, if you manage to make the gameplay interesting, the story can be boring and I'd still like the game. What I'm trying to say here is, do what you're good at to the best of your capability, and try not to interrupt the good parts with too many or long parts that aren't. When the fun minigames are separated by arduous walls of text, then I probably won't like the game. Of course getting both good and also well intertwined is the best, but that's hard to do. If you still want to achieve that but feel like programming, gamedesign or storywriting isn't coming easy to you, maybe try to reach out to others to colaborate.
Art
Great art is always appreciated. Though what I find great and what not can be quite arbitrary. Art can help tell the story, sometimes even substitute for it entirely. I like when there's consistency between different depictions and dislike when there are things shown that are different in the story. But art can be a dealbraker for me too. If the depictions stray too far from what I like to see or are too different from how I imagine characters based on the story, then that alone can be a reason for me to drop a game, no matter the quality.
World
I'm a fan of pretty much every type of setting. Scify, fantasy, real world, dystopia, horror... Some more than others, but it really just depends on the story that's being told. Worldbuilding can be a mess, if the story makes jokes about it.
Characters
I like quirky characters the most. They can be stoic or grumpy, but a small obsession of theirs can make them fun and enjoyable. On the other hand I don't really like it when a character is defined solely by that obsession or quirk. This is okay for side characters that aren't explored too much, but for those who are more in the foreground, they should be multifaceted.
Engine
I suppose you're working with rpgm too, so I'll give some feedback on that too. rpgm is good for mixing gameplay and story telling, though both will be just good at best. Problems I've encountered with rpgm are for one the inability to save during a dialogue, so long conversations are rather annoying when you can't quit when you want to. The built in battle system is good for the intended purpose, but hard to do something else with. Turn based battles and ressource grind are easy to accomplish in rpgm, changing that up though kind of falls flat no matter what you do. On the other hand it's much easier to avoid and fix bugs or unintended behaviour, unlike anything physics based.
Conclusion
So all in all I like anything outstanding. Be it a novel concept or high quality execution of your ideas. Tell me a story and I will listen, give me a puzzle and I will solve it. But feedback on your project directly would probably help you much more since I'd be able to point out things I like or dislike that are related to your project and not just a vague spectrum
KuronoKira
Recent community posts
after pulling up the tutorial a couple of times during the first round, I eventually got how the card game was supposed to go. It's quite confusing since several things are explained that don't matter at all, while some things that mattered weren't explained.
Haven't tested around too much since I wanted to get the recipes right, but after finding out that you could combine small flavours of different categories to make one large flavour of the most supplied small ones (only tried supplying neutral flavours though), it was just a matter of figuring out the counts on the food supply. I barely used the action cards though as I could make the ingredients add up on their own, but the way they work was a nice addition to just merging flavours.
All in all I'd say the game was quite fun, albeit a bit short. The mismatching ingredients to the given recepies was only explained at the very end when it already didn't matter anymore, and was a bit weird, but those are things that can barely be avoided when working in such a tight time frame.
I hope you get back to this game eventually as it somewhat felt like just the prologue cut out from the whole story/game.
do the other crewmates teleport out of the cave yet? I've built a teleporter where they stand and also a hub, all powered up, but their dialogue isn't progressing
Edit: Found out you can use the hub to teleport. A bit confusing since the hub is described as the teleport destination. Either way, is there anything after that?
This looked like a (semi-) relaxing kitchen handler game at first, but it turned out to be a test of speed, dexterity and patience. Oh, and memory too. That combination isn't something I'd want in one game.
The concept is great, fattening up returning customers over time by completing their orders. Though the execution on the gameplay side of things isn't. At least not if the goal was to get the same vibe as games with similar gameplay loops. Having to fight the fidgety physics seems like an unintentional part of the game that increases the difficulty by a lot without really delivering a payoff.
And as if that wasn't enough, said physics get jumbled up every other day to make keeping the burgers together even more of a problem.
All in all I'd say that there might be an audience that enjoys the additional difficulties compared to other kitchen games, but I'm not part of that and I can't really see the target group being big enough to justify such decisions.
Nice game, you somehow made the (relatively) low poly style look quite nice. Played this on pc and got through to the (current) end nice and smooth. What wasn't smooth was how I get screen tearing whenever I turn the camera, so some more options would be nice. I also noticed that the game closes completely after I save, instead of returning to the main menu.
About the characters though - I find them all more or less unpleasant to talk to because of their attitudes. It seems like everyone is so hostile to each other, including the mc herself. But that's just preference I guess.
The demon seems to be out of reach after she gets bigger, so the coin game can't be played anymore. Not that I was missing that part of the game, but it doesn't really seem that intentional. [Edit: After restarting the game, she got back to normal size, so I guess some process got stuck at some point instead of resizing her.]
In the conclusive talk with the redhead you were talking about having a hard time making clothes behave with other body types, so how about instead of having a separate cloth mesh that has to conform to the player mesh, you just colour the player mesh at certain regions to make it look like they were wearing clothes? This'd circumvent any clipping issues, though I do realise that not all clothing items are suitable for this change, like the dress top. Just wanted to leave my idea here with you, so you can try out a new approach to the problem.
It's got to do with the Game Jam this game was part of. I am not quite sure how this system works, but I assume the dev can pick these wild cards and design their game to include the stated features. I don't know if there's a reward for fulfilling more wildcards, but this seems to guide the development into a certain genre, which probably changes each year/jam
Got the artefact after 10 days, I hope I didn't miss any journal entries... the last one seemed a bit like a last entry, but I don't know for sure... was a neat story that accompanied this game. I really like how you can manage your moves such that you can (almost) always get the first hit, just by putting in some effort in finding the right location to fight.
At first I was really confused as to why the upgrades didn't work, but that was just me reading the numbers wrong, interpreting an L as a 1. The font fits the game, but also makes this an easy mistake to make.
Just played through(?) the game, raiding the military base. Had a blast playing it, but when I came back to itch I saw some content that I didn't find in the game. Like the cow costume, or anything that seemed to resemble a second (or further) episode. So, is that still to come in a future update or did I just miss it?
It's an interesting situation, exploring the jungle and all but I feel like the AI doesn't really know what to do with the stats. Despite the displayed upper limit of the stats, the values carelessly cross that limit. The events seem almost random in which stats they change, like when I choose to run away from a monster, my stamina goes up, as does my weight. The bottommost stat seems to be increasing no matter what too, either bodyfat with it enabled or breasts when bodyfat is disabled.
The images too seem rather incoherent, neither adressing the situation or the stats. The choices I got were rather repetetive, sometimes even giving the same exact answer multiple times at a single prompt.
It's a nice Idea, but the execution is lacking. It doesn't seem like the AI is at a point where you can let it handle all of the game/story on its own. Maybe you should still manage stats and choices given more manually, so that things make more sense
I got stuck in a battle after playing "Feast of Souls" where I had to remove 3 cards from my deck. They were the last three, so after that move, my deck was at 0, but didn't reshuffle. With no cards in hand there was nothing i could do but to concede. At least there's a way out of this kind of softlock...
I've tried building a demons deck, with mediocre results (yet) and put a card in that made me submissive. I wasn't really surprised it was something bad for me, but that it took all my height away really surprised me. It would be nice to have effects like these explained beforehand. Even if it's just in the compendium (excel sheet) which could use an update too. It's also quite annoying that when putting a deck together, you can't really read the description of the cards. Not all of it anyway, as the text box doesn't adjust to the amount of text
I see why you'd think this. After playing both games, there are a lot of similarities, but then again other things don't add up. Like how this game struggles to save simple unit cards while the other easily handles more complex and unique cards. I'd assume that both creators used similar AI tools to create their ressources. Plus, there's not really a reason to "hide" and make multiple accounts to publish two games of similar making. There's just no benefit
Despite the abrupt ending (I was really getting into it) it was quite nice. And if you can go by how the Prologue/Day 1 gameplay went, I expect a nice management game (and big bellies)
Though I found it a bit hard to figure out how much of either ressource you need, both when requesting them and when loading the sub. You get the opportunity to spend all your money before you know what half the things do, or how to get more money
A fullscreen option would be nice too
Just some things that have occured to me while playing (V0.04d):
- Schrödinger's vacuum potion causes the game to freeze most of the times. Mostly when Ally units are the ones benefiting from it
- When the healer finishes healing a unit whilst inside Avalon causes the game to freeze. T will skip the action entirely, meaning that the healer cannot exit on her own anymore
- I got the healer out by emptying Avalon's hp, the unit inside the healer was stuck somewhere else though. Avalon showed as containing that unit, while the unit itself showed it wasn't contained by anyone. The unit had been removed from the turn order but still affected Avalon in some ways
- After that Avalon could not detain or eat, as if a unit was in her. She showed 0/3 fullness and was also flat visually.
- Using digest told me it would put the digestion time from 0 to -1. After that, Avalon could detain and eat again.
- Could not finish Level 0-3 after the error above happened. Lamia queen got eaten by Theano, who I then used detain on with Avalon. At that moment The unit from before seemed to reappear inside Avalon again, getting her to 4/3 suddenly when it should have been only 3 (2 from the queen and 1 from theano). Digested normally though, but Level did not conclude after the last enemy was gone
- When panning around the map, the mouse can overshoot the area where it is being registered as "at the edge". I'm in fullscreen, and while I somewhat understand that it stops panning when I move my mouse onto another monitor, the other sides should work nonetheless.
- HP bars grow over the whole screen when the unit has more than max hp (like with the sanctuary buff)
- Max HP seems to be decreasing in combination with the sanctuary buff. units have in the end more hp while max hp goes down, sometimes even to 1
- After battle, digestion sequences of deceased units are shown
- Not sure if this is intentional, but Level 0-1 isn't available/showing
- When feeding units, their xp rises disproportionate to the prey's value. sheep has a value of 75 and gives 10 xp while chateau has a value of 150 and gives 50xp (at least when in the menu. didn't check this in a level)
- sandbox mode does not really work as the menus don't show up when pressing P or Y (or both)
nice game so far. Pretty much requires you to have played the other games though to know what's even going on.
I had an issue though with healing injured fighters though. The hospital doesn't seem to work in that regard, and even worse, once an injured fighter leaves, the next one in that slot will be still injured. Not sure if this is a general issue or something that just bugged out