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"Melolune" (formerly "The Blue Star") [*New Demo and Video*]

I've only played a bit of it so far, but I've noticed so bugs. The biggest one that needs fixed is the continuity of events.

In the Leeble village, it's possible to perform main storyline events out of sequence with no repurcussions. There's MANY a gamers who play like I do, in that we explore every aspect of gameplay at every moment possible. Searching random places, talking to EVERYONE more than once, performing side-quests, and the like. You need to invest in some Testers, and I'm more than willing to use my time and effort for that cause.

When you first step into Leeble village, Aero calls you up to her house. If you instead visit Dominic's hut, and speak with Dominic, the sequence performs normally, even the comments from Aero (she's not in your party yet.) It's possible to talk to one of the Leeble's who mention someone wants berries after you've run the errand for such. Old man Flint's house sign starts with a lowercase letter, I'm not sure if this one is for personality's sake, like maybe Flint just don't care about grammar. lol.

A LOT of inanimate objects like the acorn pancakes and the berry pies and a few others can be walked through, when you do, you appear under them. The bridges cannot be moved into or out of up or down, the ones that cross rivers I mean. A better solution would be to make the river tiles events and make them impassable.

I'm not trying to be a jerk. lol Testing is fun, I like bending a game trying to find the cracks where it's weak, then testing that spot by bending it at that fulcrum point, seeing if I can fix or reinforce it, or whether it's junk.
 
Oh don't worry, I don't think you're a jerk at all :)  I could definitely use some help with bug testing, it's becoming quite overwhelming for me to do it myself, so I really appreciate the time you've spent to note these things!  When I have my friends test the game for me, I sit there with a pen and paper and take as many notes as I can so I'll remember what I need to do when they're finished!  And I'm like that too (about talking to everyone more than once), so I tried to put in a lot of dialogue for people like us, hehe. 

Okay so first things first... the events in the Leeble village: let me clarify the bugs... so you were able to go into Dominic's hut before Aero joined the party?  (Yikes!  I'd definitely want to find out what's causing that)  Also, do you happen to recall which Leeble mentioned someone needing berries? 
 
If you'd like, I could play/test the game repeatedly and send you emails with details of suggestions and bugs/glitches/etc.

Or if you'd rather, we could speak via IM, I have yahoo and msn. I know it's not my game but I have a lot of ideas. RPG's are sort of my genre, I've never really been into other things, and newer ones lack poise. Back when it was about Gameplay, entralling story, and interactivity. Now it's all about Real-time battles, 3D graphics, and fanservice.
 
Miss Matcha, the music samples from your game are absolutely breathtaking.  Unfortunately, I have yet to play the demo due to my busy schedule as of late, though I just had to mention that you have an amazing voice and talent for music.  From what I've read in your introduction thread, "The Blue Star" shows much promise.  I wish the best of luck to you, and I'll be sure to leave more feedback once I've played the demo.
 
Aw, thank-you for saying that :)  I'm really glad you liked the music.  I'm going to try my hardest to see this project through til completion.  I'd love for people to be able to experience the whole story.
 

Aida

Member

Ooh, I want to be a playtester!  I'm pretty good at finding bugs.  I tried to check the ones that midir listed, but I couldn't find them... like, if you go to Dominic's hut before you get Aero in the party, Achaius will just say you can't go in yet... it won't let you get Dominic in the party.  I even tried talking to all the Leebles and going into all the huts and I couldn't make this bug happen.  Also, I checked and no one talks about berries except for Mrs. Bogi, and once you finish the quest she only thanks you for your help I think.

Maybe he played an older version than me?  But then, it says he registered April 27, 2008, 08:19:00 pm, so I think he must've played a recent one?

Anyways, let me know if I can be one of your testers!
 
I think there has only been one version so far. Although if it's not too much trouble, it might be beneficial to release a new one if ya can quickly whip one up - with the renovated maps and etc. c:
 
@Aida: Sure, you can be a playtester, just send me an email.  I need all the help I can get :)  Also, yeah, I can't seem to trigger those bugs either.  I had a couple friends test it out and nor could they, unfortunately, so I'm not sure what the deal is.  And you're right, the only NPC who talks about berries is Mrs. Bogi.  So I'm not sure... but perhaps I'll be able to find it later.  Reives is right, there is only one version (aside of the one with the Liam-bug), but hopefully there will be another soon.

@Reives: I would like to do that; a few things would still be missing (I haven't picked a really good sunbeam effect yet, and there's still no replacement Leeble huts), but I guess overall, several of the maps have been updated.  Do you recommend I do this despite not having new content in the storyline?  Well, there is new storyline content past the demo now, but I just haven't tied it in (I'm kind of working backwards... so I managed to finish a chunk of the game that happens a few hours after the demo as opposed to the material directly proceeding it, hehe).
 
That'd odd... somehow my thread went to Project Discussion instead of Completed Games.  I don't mind either way, although I think it might belong in the other section because there's a pretty lengthy demo (3-4 hours). 

@Moogle Sprite: Hi there!  I'm glad you like the soundtrack :)  Hopefully the game will be fun for you!

@busbuzz: Aw, thank-you, that's nice of you to say :)  I'll try to post more music as it gets finished!
 
Strange, since technically this satisfies the Completed Games (& Demos) forum. The normal Project board might have higher traffic, though, so it's not necessarily a bad thing if ya decide to stay.
 
That'd odd... somehow my thread went to Project Discussion instead of Completed Games.  I don't mind either way, although I think it might belong in the other section because there's a pretty lengthy demo (3-4 hours).

The project sections are getting a makeover. You can see it in the early projects already. Completed games is going to change into actually completed games, rather than just any game with a demo. This is to encourage feedback on games with demos, where people might otherwise think that, being in the completed games section, the creator has finished with the project isn't open to feedback. This isn't the only topic that was moved for the change, and it won't be the last.

That said, I'm also ready to help out that shift on my own. I downloaded and playing it through. I take notes as I play the game, so I'm just pasting them right over here. It follows the game in order, from the beginning to where got bored and stopped.

Title screen is pretty weak. The hand-drawn images poorly cropped on a generic texture background with a plain Papyrus title and the default windowskin. I like the music, though!

RTP ( I'm going to try and ignore the RTP use from here on, since it's not fair to criticize a game for its choice of graphics) house with kids and their parents explaining things for the convenience of the player (explaining "gleem" etc). Slow-scrolling text that I cannot speed up.

Mom and Dad die, and the twins (who use the same exact sprite) exchange a predictable little diagloue ("i miss them", "big sis will take care of us", etc).

Woah, hello inconsistent graphics! The next scene treats us to some little cat characters. I was expecting these guys, but I was expecing sharksweetheart's smooth edits. I'm going to assume that it's an old demo, though, and let them slide.

The main character's faceset is... not very attractive. Especially the way in which the hair sortof just sits there.

Lead Scripter: ______ That was actually cute.

Hey, here we have an actual logo of sorts. Why wasn't this used on the title screen instead of the plain Papyrus text?

Things kick off with a random frog telling me to save my game using the enter button (the most blatant chrono-trigger save menu I have ever seen pops up; it uses the CT system graphic despite every other message window in the game using the RTP blue), and explains that I can walk using the arrow keys. I understand -- the game isn't just for people who are used to rpg maker games -- but that level of instruction seems a little over the top.

The hero's sprite seems tall and thin to the point where it doesn't look like it fits nicely with the RTP graphics that I'm used to.

The forest area has some serious passability issues. I can walk on cactuses and stuff (ignoring why cactus tiles are being used in a forest in the first place) and some bushes. I cal also go right up to the edge of maps (without teleporting), which is usually poor map design. I will admit that it's pretty (it doesn't make use of obnoxious overlays like most games do, and the music is really soothing).

I've never understood why people put wild rabbits and stuff in their game walking around like NPCs. Consider making it scurry away when the player gets too close. Right now it just seems awkward.

The village has the most inconsistent graphics I've ever seen. But I actually did read the topic's first post, so no points taken off. You're aware of the problem (and it's a big one). This isn't just in the treetop homes, though. When you do get around to reworking the graphics, don't forget the pink trees (since when where we in Japan anyway?) and the vibrant purple footprints.

Some NPCs have serious character -- "Panky" has a little face with a chef hat and a spoon, and the anachronistic doctor outfit is cute. At the same time, some are horrible ("Welcome back to Leeble Village!"). A good number of the NPCs also say different things when you speak to them more than once, which is actually a really nice touch that I use myself.

If I walk off a cliff, I can go into a poorly-mapped (trees usually have trunks) "forest" with acorns on the ground. I explored aorund the town a little bit, finding an ominous gravestone that I can't go beyond because it's too dangeorus, and a little clearing (again with the strange trunkless canopy) with little grapes all over the place.

I also have to note that some of the maps overuse the "mini-waterfall" effect in the rivers, and it looks strange. It implies that the water level is changing, but the area on which I'm standing seems to be flat in comparison. Either drop some of these little waterfalls or add little cliffs along the grass parts to make the elevation levels consistent.

It feels awkward to enter the individual tree-homes because of the way they are places in relation to tiles. I assume, though, that this will be fixed when the graphics change.

Hey look, it's Arshes! I know, I said I wouldn't complain about RTP graphics. Of course, as soon as he jumps up off the floor his outfit changes entirely, as well as his hair style and color...

...Aero is talking to Dominic even though I never went to see Aero yet... And now I can go off and see Yoon apparently. It makes me wonder if this was just a pretty major oversight. Don't assume that the player is going to go see Aero right away just because you tell him to. So far I get the idea that this game was intended for little children and people not used to the genre, because it's very "do this and do it this way" straightforward. But I always explore every inch of a town and talk to every NPC before I go where I'm supposed to, and I know that I'm not the only person to do that. I have a feeling that I'd be able to go play the entire game without Aero because of this, so I better go back and grab him before continuing. Yup, Aero tells me to go wake up Dominic even though he's already in my party.

After Mr. Bogi gives me his net, his kids just disappear into thin air. Supposedly they're coming with me.

So I go to get the frog, and it's sitting right in front of me. Instead of going after the frog, like I'd expect any kid to do, he randly asks Dominic about the day he came to the village. Yes, flashbacks are always fun, but this is very poorly placed. And then of course he asks if Dominic is daydreaming, when he was the one who prompted it...

Hey, good thing the game tells me how to catch the frog. I couldn't have figure it out (these little instructional things are beginning to get annoying. It makes sense in the beginning, but at this point it's almost insulting to the player).

"I don't know how to fight!" This line threw me off, wasn't he a knight or something? At least that's what I got from the whole opening sequence with the "captain".

I don't relly get why these soldiers are attacking these two kids, but hey. And I can win against three trained knights, amed with a net, and my only fihting experience is against a bird. But it's a game, whatever.

These maps also have a forest overlay, which makes no sense to me because I don't see any trees or anything that would cast this shadow. It's a very common thing in RMXP games.

My absolute biggest pet peeve with games is maps that go all the way to the edge. It looks very sloppy, feels unnatural to the player (it feels like I should be able to walk onto the next map, but stramgely I can't unless I just so happen to be walking on a path), and unfortunately is the single most common problem in RMXP games. Your game has some serious issues with this, and I think extending the maps and puttinng some borders or limitations around the edges would work wonders for the project.

As usual, though, the music here is really nice.

Oh man, I've been fighting giant birds, hordes of soldiers and fire-dogs, but here comes the next big challenge -- two bumblebees! Run for cover!

I laughed aloud at "STAY AWAY FROM THIS VILLAGE!" Just the way his mouth oepned and stuff. I guess it's supposed to be a very serious part, but it's comical. I fight the guys, and then four more just appear out of nowhere.

"Get that kid, he's a Gleemer!" and "You're coming with us, ya little Gleemer-kid!" I'm sorry, it's just laughable. It's not necessarily bad, it's just very lame. The names certainly don't help. I mean "Gleem". Then again, thie game is intended for children, so I can't really get on you too hard about choices like that.

I especially love how the soldiers are supposed to be chasing you, but just stand in place shuffling their legs. It almost looks like they're stuck in that little passageway, shoulder-to-shoulder, trying to push past each other.

Love the random "earth, wind, fire, water" cave. Then another cave with a sign about the elements. I'm sure it matters eventually, but at this point I'm getting a little bored and stop playing. I might play it again at some point, I might not.

It was better than I was expecting, but it still needs a lot of work.To sum up:

The Good:
  • The music is consistently amazing. You're a musician first, game designer second, and this is obvious.
  • It's very cute and you know your target audience well - it would certainly appeal to children and young girls.
  • It seems to have a coherent storyline that is more than "lol save the kingdom". For now at least.


The Bad:
  • Inconsistent graphics, but this is nothing new.
  • Poorly-made graphics. Things like the faces, for both the human characters and the leebles. The just seem very unpolished, which they probably are.
  • It's possible to go out of sequence. Play test your game thoroughly, and don't expect players to follow instructions just because you tell them to.
  • Too much hand-holding. "Go here", "Push this button," etc. It's fine in the beginning, but you seem to take it very far. It works to an extent with your younger target audience, though.
  • Too linear. This falls in with the above one. I don't think that linear stories are bad, but linear gameplay is. And no, I'm not talking about the maps. For example, consider allowing the player to collect the acorns for Panky whenever he wants, rather than making it a mandatory thing after the pie berries, and Panky only sells his pancakes at the festival if you did it for him.
  • It feels very much like an RMXP game. You don't spend much effort on making it stand out. This comes in little touches, like the window skin.
  • Mapping. The maps are for the most part decent, but little issues such as passability and no borders are furstrating.
  • The big one: the little details. It's the little details in a game that separate it from being substandard to being something amazing. you have some of it here, in the form of extra things that the NPCs say. But go further. This comes in the form of fluid movement (ie. your bee seems to take very slow steps as opposed to zooming), having characters walk on and off maps (the knights and the Leeble kids come to mind). Passability errors and the map-borders carries over into this category too. Your game should be much more solid in a lot of ways.
    I hate to advertise in a critique, so I'm not linking, but my game Untitled was made with these touches in mind, so if you don't know exactly what I mean, take a look at it.

Overall, the game has potential, but it's very much a standard RMXP game and doesn't try to make itself stand out and be something better than good enough, which is the standard that I hold games to (yes, I have high standards). The ame is also very much for little kid it seems, so I tried to avoid criticizing the design choices (like the Leebles are so fucking cute, with the acorn-gathering and stuff I wanted to rip my hair out) or the overall story.

That said, I haven't played much of it, but I think that I've played enough to get an idea of the game and I hope you take this to heart.
 
@busbuzz: Hehe, thank-you Mr. Bee :P

@missingno: Wow!  Thanks for the lengthy response!  I made sure to read through everything and I wrote down a couple things from your critique that I could change that haven't been taken care of yet (for example, making the bees zoom at them instead of edge closer... I actually just learned how to do that recently, hehe). 

So you were able to trigger Dominic's sequence (and him entering the party) without meeting Aero first?  I've been trying to trigger that bug myself, but I can't seem to do it.  I made entering Dominic's hut contingent on whether or not Aero is in your party; if she isn't, a message appears and the player is prevented from entering.  If there are any other details you can remember about it, I'd totally appreciate it (I'd love to find this bug and get rid of it!).

The Chrono UI: Only a placeholder :)

As you've probably guessed, the work that's been done in the interim covers these things:
-Using new Leebles (recolor courtesy of sharky :)
-The maps have been made more visually appealing so to speak... lots more vegetation, there are a few overlays, but only on certain maps, rounded auto-tiles instead of the blocky-staircase ones
-The map edge problem is now taken care of
-The bees are no longer stronger than the soldiers, haha...

Things that haven't been taken care of yet (because I either need help, or I haven't had the time to script something):
-Still need to fix the Leeble treehouses :(
-Certain things need to be re-made or polished (art-related things, the UI, the intro).  I've been using a lot of placeholders because I don't have the means to take care of all of it myself.  And the intro will probably change as I get later into the game because I'll have more things to work with.
-basically, I'm looking for an artist to help me replace a bunch of my placeholders.  I'm an artist by hand, but not by pixel :)
 
I understand -- the game isn't just for people who are used to rpg maker games -- but that level of instruction seems a little over the top.
I understand it seems a bit rudimentary, but I put a lot of that hand-holding stuff in at the request of my coworkers.  I know where you're coming from though; before I worked on casual games I would have probably protested it, too.  I mean, I came from the days where you got thrown into an NES game with no babying whatsoever :)  I constantly ask my producers "is this really necessary?  They're moms, but they aren't dumb."  But after being here a while and seeing the data come back from playtesters and focus groups, it's really shocking how the target audience will quit playing because they can't figure out how to press the spacebar... I'm not even kidding, it's really surprising.  And it's not because they're dumb, it's because they have very little to no experience with games, so they think completely differently from you or I.  Whereas I thought Chrono Trigger was very well-balanced and had excellent controls, my friend who had never played games in his life thought the system was incredibly confusing.  So a rule of success in casual games is to make sure that the largest chunk of the target audience picks up on the rudimentary stuff in the beginning.  But I totally understand where you're coming from... I felt a little dirty sticking that in there too, haha... but if it helps my mom play, then I'm all for it :)

Then again, thie game is intended for children, so I can't really get on you too hard about choices like that.
It's intended to be child-friendly; but the first hour isn't really indicative of the level of seriousness the plot gets into later.  I liked how in Chrono Trigger, the first hour was like this benign save-the-princess-go-to-a-festival thing, but then later you uncover all these plot twists and serious things and you're really swept away.  That's my goal for this story.  I know I've mentioned it before, but the whole thing is like 150-200 pages all written out, and it's got lots of serious themes, secrets, plot twists, character development, and I'm really excited about getting more of it out there! 

But it is true, the 1st hour is the most important, so that's why I'm totally open to spending extra time getting it to look and feel better.

The casual audience is made up of not just kids and young adults, but also anyone who dabbles away at yahoogames or bigfish when they're bored, which includes deskworkers and moms--this is the biggest demographic, isn't that funny?  Pogo (EA's casual division) gave out this t-shirt that said "Pogo, keeping moms out of trouble since (whenever they were established).  Because of that, I'm trying to get a well-rounded testing base... moms, kids, post-college techie-guys, etc.   

Anyways, thank-you for taking the time to give me your feedback, and I'm glad you liked the music!  I'm going to try and change as much of those things as I can! 
 
So you were able to trigger Dominic's sequence (and him entering the party) without meeting Aero first?  I've been trying to trigger that bug myself, but I can't seem to do it.  I made entering Dominic's hut contingent on whether or not Aero is in your party; if she isn't, a message appears and the player is prevented from entering.  If there are any other details you can remember about it, I'd totally appreciate it (I'd love to find this bug and get rid of it!).

All I did was walk into his home and it happened, I didn't go out of the way or do anything strange. The problem comes because you made the Dominic event with the assumption that the player would follow instructions and talk to Aero first, even though it was possible to do otherwise. I used to make this mistake in my old games a lot.

Like I said, I do everything I can do before going where I'm supposed to go, and when playtesting your game you should always do the same, to make sure that the player can't get anywhere he shouldn't be going.

It sounds like you've since fixed it, though.

But after being here a while and seeing the data come back from playtesters and focus groups, it's really shocking how the target audience will quit playing because they can't figure out how to press the spacebar... I'm not even kidding, it's really surprising.  So a rule of success in casual games is to make sure that the largest chunk of the target audience picks up on the rudimentary stuff in the beginning.

Understandable, but it was in the repetition where there was the problem. For example, when the mom gives you the basket for the berries, she tells you to face them and press the space bar. Then, when you get to the clearing, Dominic (or Aero, I forget) tells you the exact same thing. It's not the fact that the instructions are there, but it's the fact that they are repeated to the point where it might make a player feel as though his intelligence were being insulted. I'm not saying to get rid of it completely, but tone down on the parts where it's repetitive.
 
All I did was walk into his home and it happened, I didn't go out of the way or do anything strange.
Hmm... I wonder if I fixed it since the demo and just didn't realize it?  *crosses her fingers*

I'm not saying to get rid of it completely, but tone down on the parts where it's repetitive.
Perhaps I can take out the 2nd part and see if any of the non-gamers get confused.  My first instinct would be "of course they wouldn't get confused... they have to press the same button that they press to trigger everything else in the game!"  But then again, I think like a gamer, hehe.  So I can definitely try that out.   

EDIT: Oh, I forgot to respond to this part:
Love the random "earth, wind, fire, water" cave. Then another cave with a sign about the elements.
Just in case, the sign in the second cave tells you the order to trigger the elements in the first cave.  If you do it correctly you'll get a ring.  Again, thanks for playing, I appreciate it :)
 
Yowza! I didn't expect to be so impressed when I happened upon this thread.
I REALLY enjoy your maps. They have great atmosphere and a culture that seems to dictate a lot of the decisions. I don't know the plans for the game, but I hope other towns or countries live by this but according to their own culture.
I must say the one thing that keeps bugging me is Aero. She reminds me too much of Mew and it bugs the heck out of me. Redundant!
Great job overall though--Now if you'll excuse me, I have to go play your demo!

!!MID DEMO EDIT!!

First off, I'd like to say you should REALLY experiment with the dialog box placement. I found myself missing out on your great visuals while I read the engaging dialog. Let them work together!

The intro with credits was nicely orchestrated, but I'd rather be in control of my character by now.

Leave a few more hints about Dominic's past. It seemed too bland in the beginning.

Some of the maps when I went to get berries especially, had me wind and maneuver. I didn't like that much when its supposed to be sort of a relaxing sojourn before things get nasty in the game.

The items like Leather Vest and Crystal Ring provided no real benefit. The numbers increased in the stat window, but the difference was not noticeable in battle.

Unless I missed it... A MP restoring item would have been nice.

Battles need to progress a little more quickly if it is to remain so basic.

Be careful how you add enemies in the "Troops" tab in the database. It affects where the cursor will go. Just be cautious of the order, try to keep going from right to left as you place them. It was annoying when I hit "LEFT" and the cursor went "RIGHT"

Did the Bees really need to be up that high? LOL

I agree with some of the previous posts about doing those chores in the beginning, they were nice, but either have some dialog that reveals more about the characters OR setting/culture could be nice as well, or make them optional. Then, like a previous poster mentioned, those items--pancakes, pies--would be available. Providing a good bonus like a permanent Stat increase would let the player know it pays to do good things in the game.

I was bummed that I couldn't see Dominic and Denny face off in the pancake eating contest.

I have no idea how you want the battle system to go... but the two characters were way too similar.

Having the bird steal Aero seems like a way bad call. If we're trying to protect the forest and the cat people, then why is the bird/nature the bad guy?

Way more stuff was revealed about Dominic... which can be OK, but he also seemed to have way more lines than Achaius. If my main character speaks at all... I want him to have a strong voice. He didn't seem meek in the slightest, so I think he would have more to say. Especially when Dominic mentions how he didn't want his friend to get snatched up and not do anything. It seemed heroic and the hero didn't say it. The dynamic between Achaius and Dominic isn't as strong as it is between Aero and Achaius.

This got even worse when the party decided to leave to save the village. Dominic did all the talking, said all the heroic stuff, EVERYTHING was about him. Nothing about Achaius.

Seriously... I just got to Izaya and when I spoke with Cedar, Achaius said nothing! Give the boy some lines! And Aero too! She's cool and deserves it.

What's with the color palette on the world map? I can choose yes/no to exit TO world map, but I get sucked into places with no choice going FROM the world map.

I got lost in Basho. I wish it was more consolidated.

In Izaya I found it very strange that the farmer looking dude said outsider's aren't welcome and yet they have a GIANT Inn that even the town greeter had a comment about.
The geography makes sense that they wouldn't like outsiders, so perhaps that giant inn is a bad idea altogether?

This might be another preferential thing... but I usually like to get something rare if I go out of my way to get an item. This is especially true for character specific items. For example... I go across the swamp and get a Cherrywood Staff, but I had already bought one in Basho. Even if its a cosmetic thing or a very little increase in ATK or another stat, I like to reward a little more with a unique/rare item instead of one that can be bought.

Now good stuff...

LOVE The music... like seriously, music can be SO important not in just setting mood and atmosphere, but it makes me literally enjoy just walking and reading the dialog, no matter whats being said. Some of it didn't match perfectly, and I'm gonna nitpick because I know you can do it. The song in the village seemed the TADDEST bit too melancholy or nostalgic... it needed to be slightly more upbeat I think. I would also like the battle music to be more intense, but I wouldn't necessarily recommend changing it, its just a preference of mine.

Aero and Achaius are really cool characters. I like hearing what they have to say and how they interact. Your dialog was nice and funny. People use 'cool' too much. That's not bad in itself, its just that EVERYONE was using it. Try different vocabulary for different characters.

I got past the cat people looking like Mew. I loved how the chef and the mom looked, they were adorable!

While the chores were a bit of a distraction, the actual incidents were very charming. Such as the purple paint and doing nice things for the little kids.

You provided a lot of healing items AND the option of battling or not which allows the player choice and control and most importantly, allows them to make mistakes and learn from it instead of being horribly punished (game over) for it.

Lots of humor, I really like that. Reminds me of the first Lunar. Some of it seems maybe TOO silly. Not that that's bad... just inconsistent.

Most importantly the story kept me engaged and I wanted to know what happened. I would suggest making the characters in and out of battle similar... this can mean many things... just keep it in mind as many people do not.
Great game! I'm having lots of fun!
 
Hi there Kicks!  Thanks for taking the time to play the demo and write so many comments! 

You know, you totally called me out on that issue with Dominic taking the spotlight... and I'm still trying to figure out how to resolve that.  I think there's usually 2 types of heroes in these kinds of games: one where the hero talks, and one where the hero is silent.  I was conflicted because when I wrote the story, my hero ended up being kind of in between... not totally silent, but definitely the younger, less-experienced member of the group.  It's sort of a mix between Suikoden and FF6 in that the story will shift between the characters' backgrounds throughout the game (like FF6), but the hero basically gets pulled into things by other more experienced and/or vocal people (like in Suikoden with Viktor and Flik).  When I was planning out the first hour of the game, I kept asking myself, "is this going to be okay?"  Achaius is the central part of the game in that everything eventually revolves around him; and the mystery behind who he is basically ties everything together; but it will take a long time for that mystery to be revealed. 

Anyways, I'm curious about people's thoughts on this issue.  I had a tough time working it out since the whole story is predicated off these relationships: the hero isn't silent and he does have a personality; but he's not like Tidus in FFX where he's always talking and spear-heading things.  Achaius is the younger-brother type that gets pulled into the bigger picture by his more revolutionary friends, until he's mature enough to realize his own purpose.  Likewise, Aero will have more lines when it comes time for her backstory... I should be careful not to say anything else, hehe... But basically, is this okay to have a half-hero so to speak... one who isn't completely silent, but is more of a Suikoden protagonist for the first parts of the story?

I made sure to write down all your comments, it's very helpful.  I'll also try to respond to some of them here:

-I hope to change the battle system eventually; my friend is working on a Chrono Trigger style battle system that will be implemented later on. 
-Also, several of the winding maps have changed and are more straightforward now, so it should be less cumbersome :)

Be careful how you add enemies in the "Troops" tab in the database. It affects where the cursor will go. Just be cautious of the order, try to keep going from right to left as you place them. It was annoying when I hit "LEFT" and the cursor went "RIGHT"
-If it's not too much trouble, can you explain this part?  I'm not quite sure what you mean.
-I like your comment about the pancake eating contest... perhaps when I get an artist, I can put a cool little animation sequence there, hehe :)

Having the bird steal Aero seems like a way bad call. If we're trying to protect the forest and the cat people, then why is the bird/nature the bad guy?
-I guess the idea is that Falcars are one of the Leebles' natural predators.  I tried to keep it ambiguous as to what happens after you fight them (they don't necessarily die... the Leeble just escapes being eaten). 
-Thanks for noticing the stuff about the healing-items (I spent a while balancing that so the player would have enough leeway in the beginning).  I'm glad you came around to the Leebles :)  And I'm also glad you enjoyed the music and story!     
 

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