I'm loving this music I'm hearing and I love that the player seems to respond to almost any NPC I talk to, makes it more involved for me.
The music is indeed brilliant. I listened to the content on Kevin Macleod's website and was blown away by its quality. I wish I was that talented.
Oh my goodness... I love you, this is seriously the first indie game I played besides my own where someone has used map monster encounters rather than random battles, ahh my joy is fierce.
Thanks. I love you too
Random battles are a pet peeve of mine, so there was no possible way I was about to include them in my project.
This battle theme against the bandits is not good, you definitely need to put in some music here that hypes up the player... This is way too relaxing in my opinion.
It's funny you should say this, as between uploading the newest version of the demo and you posting this feedback the battle theme has actually changed. It's less industrial than the last one and more in keeping with the tone of the project. I might use that music for something else, but for battles it just began to get on my nerves.
Don't ask why, but this forest BGM makes me think of someone doing the moonwalk
Michael Jackson isn't featured in Dungeons and Tantrums, I'm afraid. But this is an interesting comment.
Something I just noticed... When Melody is facing sideways, her hair strand makes it look like she has a beard....
Cannot... Unsee... ;_;
Why does this girl NEVER run
Sprained ankle. Nah, I removed running as I felt it needed some limitation otherwise there was no point in walking. But limitations on stuff like that are annoying so this was my compromise
I might change it eventually . . .
Just noticed the teleport system you've set up, wonderful idea
Thanks. I usually hate fast travel systems, but I've drawn maps of the gameworld and with the number of projected quest lines it started getting pretty large. I decided the teleport system was necessary, although it isn't yet effective due to the somewhat limited scope of the original demo.
Choice to kill ex-bandit or don't... Screw it, kill that bastard
Yeah
Both choices have consequences later in the game, and I've actually just finished building a side quest revolving around that guy. It has multiple endings depending whether he's alive or dead.
Holy wow, you even gave the choice of rescuing Tobias or taking a reward... REWARD for me, fuck that old guy
Again, that choice has an impact on the main storyline.
Talking to the guards... I can apply for work here...!!! Awesome.
In the demo they only offer one quest, but once you reach the city they are a fully fleshed out joinable faction. One of four.
END OF DEMO
My Conclusion:
For goodness sake please change that battle music, it's fine for the first four or five battles, then it just becomes obnoxious
Done.
The music you use for the locations I have visited are brilliant, they fit the locations well and it makes me like the game more.
Thanks. I think that music plays a huge part in emotional response and often it is neglected in the medium of videogames, so I shall be handpicking each musical piece in order to best suit locations and scenes.
Your mapping skills are excellent, the forest and the cave look well put together... However I can see a few butterflies that don't seem to move at all, and those bandits sure are messy.
Thanks
I've had a lot of practice. When I look back on my first ever maps after downloading RMVX several years ago, the difference is actually staggering. The bandits are messy, but that was a conscious design choice. You will find it plays into the persona of the bandit chieftan quite well once his character is fleshed out a little more.
The eventing is another thing I must applaud. The NPCs seem to be very interactive with the player (at least for the first time you talk with them), and the puzzles (Or Puzzle in this case) was very good... However, a rope ladder over a pool of lava seems a little farfetched for me (even in an RPG world).
Thanks. You won't find any NPC saying "Welcome to Tsaria Village!" in Dungeons and Tantrums. My aim is to make the NPC feel a little more realistic, and they will comment on the actions of the player and the changing world. One example of this is an old lady who offers a quest in Darkmourne City, but if the player chooses to rob a particular noble during one sidequest she will be appalled and thereafter refuse to acknowlege the player. I want the setting to feel as organic as possible and a large part of that is removing all traces of the usual "Robotic NPCs" from the gameworld.
The choices you get to make have also impressed me. I killed the ex-bandit and allowed Tobias to remained captured (Because Fuck that guy ). Someday when I can be arsed, I'll have to play again and choose those other options, and see what happens.
You might be surprised by the outcome
Player choice plays a large part in Dungeons and Tantrums.
I like the idea of the teleport system you've set up, but until it actually becomes useful (ie your demo is much longer and has many more maps), I can't give an honest opinion on it.
I wasn't too sure about it at first, but I've built a lot more maps since releasing the demo and believe me when I say it eventually becomes a godsend.
You may want to fix some of the windows that are being displayed. I had to focus to read this option and that is generally not a good thing to have in a game.
The image doesn't show up, but I am curious which one you mean. I'll be sure to fix it.
Finally we come to the battles... I didn't view the tutorial for the battles, but when I can't use skills straight off the bat it kinda urks me, especially when I was constantly being involved in battles with those bandit gunners
I think this is a matter of personal choice. But I see what you mean. I might include a random element so you have a slight chance of starting battles with 2AP as opposed to 0.
And I love you for using map monster encounters rather than random battles, at least in your game I know when I'm going to be battling something rather than the randomness of it, up to the point where it starts pissing me off.
You probably know how to do this already since you're pretty good at eventing, but in future, if you would like to make the monsters you encounter to be random but still encountered on the map, I did a tutorial for this.
And it also shows how to make a monster return to the screen naturally, which is something I didn't see in your demo.
I downloaded your tutorial and I must say I was impressed. I literally didn't consider the idea of naturally respawning monsters, so I've now implemented this method and it has made the overworld far more exciting. Thank you!
I may also use this concept in order to respawn mining resources. Thank you for the link, as it helped me overcome this fairly large obstacle in my development. You seem pretty skilled at building events yourself.
I score your demo an 8/10, I will definitely play the next demo you release
Thank you very much!
I am unsure when the next demo will be posted as I am not one to rush things like this, but I am much farther along in the development process than the demo would imply. So it might not be too long before you see the next couple of hours added to the download link.