At 3/19/23 02:15 AM, Griffonmender wrote:
At 2/11/23 11:36 AM, SlimeyDev wrote:
So I just put my game out there a day or two ago, and it's got about 3 stars. Internally, I'm struggling to decide whether to be happy or disappointed. On the one hand, it's only an alpha phase demo, and still has glitches. So maybe 3 stars is actually really good? But on the other, IDK how you guys decide what to play. Do you give games with 3 stars a shot, or do you skip over stuff with less that 3.5 or 4 stars?
I've hung around Newgrounds on my private account for ages, but I'm fairly antisocial, so it's hard to tell what the deal is. It's also only like, an hour or two long, if that's relevant. The game, that is.
Update:
Attempted to play on my tablet. (May or may not have been a mistake.)
Received an error in the middle of the first fight I attempted.
Screenshot:
I noticed in the description that you mentioned all the art is placeholder, but the default RPGMaker tileset isn't that interesting to look at, especially when it's an empty room, which may also be contributing to the ratings you have recieved so far.
Speaking of which, is this MV or MZ?
That may make a difference with the glitch problem- though I'm afraid I'm not much help there.
It could also be a bit clearer what you're supposed to do in the starting room, as it initially just looks like a random assortment of things, but I like the horse shopkeep,
He is certainly different.
(I also like seeing the rpgmaker slime, even if it is default resources. They're just weirdly charming.)
What little I experienced of the battle system seems fine- the goblins seem a bit harsh for a first encounter, though.
(Maybe I just got bad rng?)
It's also very easy to click on the wrong square and be stuck with it- perhaps an option to confirm movement or the ability to correct your position before attacking might help?
Well, let's see:
It works fine on PC so I have no idea what's going wrong with android - gonna have to look into it.
Yeah, default graphics suck, but art is hard and time consuming, and life is hectic rn.
Starting room is ALSO a placeholder - I'll include a tutorial at some point, either in the final game or in an update to the demo.
And the battles in this game are all pretty harsh - slimes are weak, and it's only through planning and careful formation that they can overcome powerful enemies. This game, from the very concept phase, was intended to deliver the "slime experience" - high difficulty, because your fellas are low level mobs trying to defeat strong monsters, but fair, in that at least the first 3 or 4 levels can be cleared without any upgrades and without losing any party members, barring very bad RNG. A couple of crits and misses, and you can still make it without any deaths, and by level 4 and 5, you'll have had the opportunity to power up a couple of your slimes, and will have access to advanced strategies as a result. The first level may seem difficult, but if you pay careful attention to the specific strengths of your slimes, it's actually very easy. Biggest challenge is, a lot of people don't realize that the Bullet Wasp is a high damage glass cannon. Again, a tutorial might resolve that.
I did make a few exceptions to the "I want players to feel like weak lil piles of goo" concept in the name of fun - slimes can crit, which most monsters cannot. Conceptually it doesn't quite fit, but it's more fun this way. Likewise, most monsters are physically oriented, because slimes are weak to magic, and having too many magic users will make things very unfun very fast.