i browsed everything else on your page but is all dev/asset packs far into the horizon AND this game isn't anywhere in there ,did/do you have more games on your menu(s) anywhere??
haha thank you for finding and picking this one up! I had to pause my journey in the gamedev front to focus on asset making, but it is not a path I dont ever plan to return to also work on eventually! There are no other game projects such as this one coming from me at the moment :)
When I open the game music starts playing but the screen is full black, if I press Enter buttom then the music stops and appears a text that sais ''Type Error. Cannot read property 'resolution' of undefined''. How can I fix it?
I love how you use the engine and the combat system mostly, but I was turned off by a large amount of bugs, some of them game-breaking, starting with first minutes of the game. There are passability errors, wrong effects for artifacts, the fade out effect that never fades in, and the first cutscene has a good chance to permafreeze you in place if you move in the wrong direction. These are just a couple I've remembered.
I think you really need to playtest it better, even if it's just a demo,
Good luck with the game, hope to see it finished someday!
Super valuable feedback! Next time I will spent more time on polishing those aspects, with this release the full game is still in development, so your input definitely helps! Though it is still a rough demo, I will keep working on it until it is a completed, nearly bug free and revamped experience before the full release, and its inherent full build demo!
Your demo is very fun! Very enjoyable! Fun
mechanics and a nice story of a dungeon labyrinth! I am glad this one was not just one long mazes, for some games that can work but here it feels more fun to explore them further then that. Very nice thought and detail went into it, and it shows and helps the game be more enjoyed.
Silenity said everything I would've said, almost. I
think also the Poison Vial Artifact gives you the wrong skill?
If you want to go with Silenity suggestion on
Kuma's dialogue, I'm sure you know this, but using a variable each
time Kuma speaks and after 3-4 times prevent the dialogue from
repeating would resolve it quickly for you. Again I'm sure you know
but if it helps you then good. I don't have an opinion on this, one way or another.
Also at the beginning when talking to Kuma I
choice "Greet Them" then I had four choices in a choice
box. I choice first three, then choice the third one again to repeat
since I missed it, and then it acted like I had picked all four
choices. This may be how you intended it, but I'm unsure so I thought
I would mention it.
I feel to also say the three characters main skills feel they work really well together, and also with the artifacts too.
Keep going! You've got a good game in works here! :) I look forward to hearing more in future!
Edit: Sorry my full message didn't paste but it should all be there now.
Hi Aekashics! Love the game and thought I'd just compile a list of things that could be improved upon or gameplay bugs.
Suggestions:
Starheart meters on DEWs are a bit hard to read so it can be somewhat difficult to plan when you're going to break it.
Make the tutorial fights not autorun. After you defeat the first few creatures Kumo opens his shop. If you accidentally cancel out you can't buy anything to help with the DEW. In a similar fashion, if you cancel out of the menu before equipping the item, you don't get to gear up for the DEW. Perhaps have it so after he summons the DEW you can talk to him to open his shop and have to manually interact with the DEW to begin the fight.
Perhaps remove Kuma's dialogue after the first couple of times you warp. Get's kinda tedious since his dialogue can't be quickly skipped.
Bugs:
If you move to the side (left or right) when first entering the labyrinth you will be stuck forcing you to reload because you can't move forward during the autorun event introduction.
Steps to reproduce: Enter labyrinth for first time, immediately move left/right before the autorun event triggers, forever stuck.
Entering the labyrinth without without discovering a waypoint will warp you to a black screen.
Steps to reproduce: Enter labyrinth, immediately warp out, re-enter labyrinth, forever black screen.
Regen aura is using the wrong icon in the command/skill window. It's using the flaming orb icon.
On the long bridge south of the first labyrinth DEW you encounter, there are some water tiles inbetween the trees that can be clipped through, allowing you to completely bypass the fight.
In the sewers you can clip through the northern gate.
In the sewers you can clip through the pot towards the north west.
In the upper grove you can clip through the locked gate completely bypassing the key requirement.
Anyways. That's about everything I found in an hour worth of playtime. If I find more I'll be sure to update! :) Thanks for the fun game.
Thanks for the comprehensive review, feedback and bughunt Silenity! We will be taking your suggestions into account for future system and flow tweaks, also thanks for listing ways to reproduce the bugs, certainly helps a lot.
Glad to hear you found the experience fun despite of the bugs! thanks again for giving the demo a go!
Thanks for the comprehensive report once again Silenity! I think what happed is the fact that certain objects close to walls had the special pass condition, which when placed close to ceilings and walls, allowed the player to walk into them. It certainly helps to see exactly where that happens, so we are grateful for that!
And I see! Exciting to hear! Trying out different effects always helps! :D
Excellent work on this game! The battle system is absolutely fun to play through. I also love the amount of customization you can do in the game, too. Even managing your party outside of battle is just as much fun as being in battle itself. Awaiting the final release for sure!
Hello. I would like to play this on my live stream video. I could try to help you introduce this game a bit more effectively by that way. Do you think it's OK if we help each other? I'll support you, I don't expect something like cash. If you are able to be a magnet to get some viewers to watch my gameplay. That would be a better chance to get more players, as well. :)
There's some really engaging systems going on in this game and it has been pretty fun so far, but I feel there's also a few areas that don't quite feel polished enough-if I were to be nitpicky.
The effects/artifacts are a real strong part of combat and I like what they add to it, alongside the relative frequency of 'instant' attacks vs normal attacks. Makes for some fun set-ups in battle. Also the team of 3 feel like they really compliment each others actions in battle which helps it all come together.
Some quality-of-life/hopefully constructive suggestions: -- Teleporting 'back to base' next to the fountain and needing to use it feels natural, but I feel like when exiting you should be able to just use that item again to select an area. As I often felt myself not just wanting to heal up but go to the shop, having to travel from far left to far right just to get back out into the dungeon-a gameplay loop that seems like the focal point, feels too slow. (( BUG NOTE: The second waypoint I found didn't save for me properly )) -- Your star meter is really hard to read at a glance. It's hard for me to tell how many 'bars' the skills require. If you could alternate each segment of the star with yellow/white/yellow/white etc, or something similar, it would really help with that. Because it's something I was always trying to look at it impacted the experience for me quite a bit. -- The stars in front of enemy hearts, for the boss-ish enemies etc, both look awkward and detract from some of the strategy/readability of the battle. Most noteworth is when I'm using the character that can strike down a whole heart guage, I couldn't tell how much of the enemies heart had been damaged yet behind the star. Something still obvious but not as 'in the way' would be really appreciated. -- One of the characters deals bonuses based on whether an enemy was affected by a state or a debuff. They can be pretty hard to interpret the difference of, so it'd be really nice if you had a different border color or something to better help distinguish debuffs/states on enemies. Would make the decision of which skill to use a lot easier. -- Not too important, but I think the very basic looking turn order gauge detracts from the rest of the 'character/style' the game has quite a bit. It feels almost out of place compared to the elements, especially with things like the 'stamina' gauge been represented by a star, etc. It would be nice if it were a bit more striking in appearance, even just some extra contrast for the boxes would be nice. -- I do prefer 'on screen enemies' that I can target/avoid, but I do like how you've made more prominent battles have on-map battlers so can be more prepared for them. This helps alleviate what I know is super personal preference a bit.
Overall it still presents a pretty fun battle system, especially when thinking of how the combat/effects/artifacts may evolve alongside the enemies later on. Nothing super engaging world/character wise yet, but the dialog as still added more character than a generic 'you go kill enemies on x through x floor' while alluding to more development. So I'm looking forward to seeing this all grow more :D
Thanks for taking the time to play through this demo and write such a comprehensive reply! Glad to hear the concept remains a promising idea and you can be certain we will be taking the new quality of life suggestions and feedback into account going back and fixing the demo, as well as implementing the new content!
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i browsed everything else on your page but is all dev/asset packs far into the horizon AND this game isn't anywhere in there ,did/do you have more games on your menu(s) anywhere??
haha thank you for finding and picking this one up! I had to pause my journey in the gamedev front to focus on asset making, but it is not a path I dont ever plan to return to also work on eventually! There are no other game projects such as this one coming from me at the moment :)
After warping to base and going to graveyard again i see only eternal blackness of my computer screen
I can walk around and use menu tho but still unplayable
i love your art and this game is pretty neato!
When I open the game music starts playing but the screen is full black, if I press Enter buttom then the music stops and appears a text that sais ''Type Error. Cannot read property 'resolution' of undefined''. How can I fix it?
Ohh thats a bug I had not heard about before! I will look into it and get back to you!
I love how you use the engine and the combat system mostly, but I was turned off by a large amount of bugs, some of them game-breaking, starting with first minutes of the game. There are passability errors, wrong effects for artifacts, the fade out effect that never fades in, and the first cutscene has a good chance to permafreeze you in place if you move in the wrong direction. These are just a couple I've remembered.
I think you really need to playtest it better, even if it's just a demo,
Good luck with the game, hope to see it finished someday!
Super valuable feedback! Next time I will spent more time on polishing those aspects, with this release the full game is still in development, so your input definitely helps! Though it is still a rough demo, I will keep working on it until it is a completed, nearly bug free and revamped experience before the full release, and its inherent full build demo!
Thanks for being so positive about it. I love the work you do and your battlers <3 keep doing great things!
Hi Aekashics!
Your demo is very fun! Very enjoyable! Fun mechanics and a nice story of a dungeon labyrinth! I am glad this one was not just one long mazes, for some games that can work but here it feels more fun to explore them further then that. Very nice thought and detail went into it, and it shows and helps the game be more enjoyed.
Silenity said everything I would've said, almost. I think also the Poison Vial Artifact gives you the wrong skill?
If you want to go with Silenity suggestion on Kuma's dialogue, I'm sure you know this, but using a variable each time Kuma speaks and after 3-4 times prevent the dialogue from repeating would resolve it quickly for you. Again I'm sure you know but if it helps you then good. I don't have an opinion on this, one way or another.
Also at the beginning when talking to Kuma I choice "Greet Them" then I had four choices in a choice box. I choice first three, then choice the third one again to repeat since I missed it, and then it acted like I had picked all four choices. This may be how you intended it, but I'm unsure so I thought I would mention it.
I feel to also say the three characters main skills feel they work really well together, and also with the artifacts too.
Keep going! You've got a good game in works here! :) I look forward to hearing more in future!
Edit: Sorry my full message didn't paste but it should all be there now.
Thanks for the feedback Boos!
Glad to hear you found the demo enjoyable!
Moving forward we will look into the bugs you pointed out and overall its great to hear KemonoQ is moving in a pleasing direction! :D
Definitely! Good luck with everything! Looking forward to hearing more from you in future.
Hi Aekashics! Love the game and thought I'd just compile a list of things that could be improved upon or gameplay bugs.
Suggestions:
Bugs:
Anyways. That's about everything I found in an hour worth of playtime. If I find more I'll be sure to update! :) Thanks for the fun game.
Thanks for the comprehensive review, feedback and bughunt Silenity! We will be taking your suggestions into account for future system and flow tweaks, also thanks for listing ways to reproduce the bugs, certainly helps a lot.
Glad to hear you found the experience fun despite of the bugs! thanks again for giving the demo a go!
Heyo! Back again! Played a bit more and here are some more things I found for you!
Anyways, that's all I found this time around! Still trying to beat the boss behind the double locked gate. Talk about a tough one.
Thanks for the comprehensive report once again Silenity! I think what happed is the fact that certain objects close to walls had the special pass condition, which when placed close to ceilings and walls, allowed the player to walk into them. It certainly helps to see exactly where that happens, so we are grateful for that!
And I see! Exciting to hear! Trying out different effects always helps! :D
Excellent work on this game! The battle system is absolutely fun to play through. I also love the amount of customization you can do in the game, too. Even managing your party outside of battle is just as much fun as being in battle itself. Awaiting the final release for sure!
The final release will feature tweaked and new effects as well!
Hello. I would like to play this on my live stream video. I could try to help you introduce this game a bit more effectively by that way. Do you think it's OK if we help each other? I'll support you, I don't expect something like cash. If you are able to be a magnet to get some viewers to watch my gameplay. That would be a better chance to get more players, as well. :)
There's some really engaging systems going on in this game and it has been pretty fun so far, but I feel there's also a few areas that don't quite feel polished enough-if I were to be nitpicky.
The effects/artifacts are a real strong part of combat and I like what they add to it, alongside the relative frequency of 'instant' attacks vs normal attacks. Makes for some fun set-ups in battle.
Also the team of 3 feel like they really compliment each others actions in battle which helps it all come together.
Some quality-of-life/hopefully constructive suggestions:
-- Teleporting 'back to base' next to the fountain and needing to use it feels natural, but I feel like when exiting you should be able to just use that item again to select an area. As I often felt myself not just wanting to heal up but go to the shop, having to travel from far left to far right just to get back out into the dungeon-a gameplay loop that seems like the focal point, feels too slow.
(( BUG NOTE: The second waypoint I found didn't save for me properly ))
-- Your star meter is really hard to read at a glance. It's hard for me to tell how many 'bars' the skills require. If you could alternate each segment of the star with yellow/white/yellow/white etc, or something similar, it would really help with that. Because it's something I was always trying to look at it impacted the experience for me quite a bit.
-- The stars in front of enemy hearts, for the boss-ish enemies etc, both look awkward and detract from some of the strategy/readability of the battle. Most noteworth is when I'm using the character that can strike down a whole heart guage, I couldn't tell how much of the enemies heart had been damaged yet behind the star. Something still obvious but not as 'in the way' would be really appreciated.
-- One of the characters deals bonuses based on whether an enemy was affected by a state or a debuff. They can be pretty hard to interpret the difference of, so it'd be really nice if you had a different border color or something to better help distinguish debuffs/states on enemies. Would make the decision of which skill to use a lot easier.
-- Not too important, but I think the very basic looking turn order gauge detracts from the rest of the 'character/style' the game has quite a bit. It feels almost out of place compared to the elements, especially with things like the 'stamina' gauge been represented by a star, etc. It would be nice if it were a bit more striking in appearance, even just some extra contrast for the boxes would be nice.
-- I do prefer 'on screen enemies' that I can target/avoid, but I do like how you've made more prominent battles have on-map battlers so can be more prepared for them. This helps alleviate what I know is super personal preference a bit.
Overall it still presents a pretty fun battle system, especially when thinking of how the combat/effects/artifacts may evolve alongside the enemies later on. Nothing super engaging world/character wise yet, but the dialog as still added more character than a generic 'you go kill enemies on x through x floor' while alluding to more development. So I'm looking forward to seeing this all grow more :D
Thanks for taking the time to play through this demo and write such a comprehensive reply!
Glad to hear the concept remains a promising idea and you can be certain we will be taking the new quality of life suggestions and feedback into account going back and fixing the demo, as well as implementing the new content!
Hi! I'm loving this game! this game is SO cute and good > w <
The battles are kind of hard, but not in a frustrating way!
Glad to hear that! Thanks for trying out our demo!