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Yamemai

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A member registered Oct 04, 2016

Recent community posts

(3 edits)

Apologies for the late reply, don't visit itch.io much.

TL;DR - Refer to the (scripted events); game allows you some freedom and gives you some choices [that doesn't seem to have a major impact yet] but it still railroads you to an outcome. Though, I guess most games are basically just kinetic novels, so my complaint is kinda moot.

[spoiler] Anyways, the last chapter I played [eg. The exam/village] is what I mean. Played it as a traditional rpg, aka explore and interact with stuff to find things. Problem here is by doing this you end up getting hit with 'demerits', aka the guard and adventures. Like, you couldn't even put the potion back or return the gold after interacting w/ the chests. -- No choice of taking it, you just do. And the whole point of you being there was to investigate.

And when I reloaded to a prior save, you can't get the permit or even tell the guard about the circumstances, since the story is you rush to save the kid. You're basically railroaded into ending up in prison, so you can eavesdrop on that convo.

A prior one is how you end up having to retake one of the classes, since it's scripted that you're in class with those narcists.[/spoiler]

Ps. One of the reasons I got tired of visual novels.

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Well developed game, with my only real complaint being: kinda annoying in how it tries to imitate RL, while still being a game (scripted events).

Ps. For those that like to min/max, here's some info on the starting choices:

[spoiler]Note: Had deleted the game, now that I've reached the end, so this is from memory, so it may be wrong.

A. The object: [Each also includes a bonus +1 to def and res, besides flute]

Sword: +1atk, Yarn: +1mag, Flute: +1att and mag, Mirror: +2agi

B. Action in response to object:

Use: +1 atk, Keep: +1 mag, Give: +1 agi, Sell: +1def and res

C. Power; determines your starting element.

Control=Fire, Defense=Gaia, Provision=Aqua, Equality=Volt

Ps. I would recommend control or provision; leaning towards provision since loads of mobs are weak to it, and if you choose to continue fight the fire spirit you'll get a crystal for the t2 fire spell. [Personally, would have preferred the dagger, so I don't use Mp and no CD, but there's only 4 crystals in the game so far, and they have their own equipment slot.]

D. Virtue, the house choice. [Each house has their own daily item]

1. Foxhelm; rootbeer [restores 50 to both HP and MP; up=doubles]

2. Soulstice: tea [+75mp; up=all][edit: all as in party, not full restore.]

3. Vissage: apple [+100hp; up=all]

4. Drakewood: coffee [temp remove tired; cures sleep; up cures tired], plus halves the well cost, along w/ being closest to the free daily oakwood pile & cafe.

After you complete the itemcrafting class, and have house recipe, you can make some upgraded versions.

Do note that once the cafe opens, you can buy all the house items, besides Apples, there. For the apples, you can farm them in the 1st map.

[/spoiler]

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Bug: Not sure if peeps mentioned, but if you click the top choice, Nearly Naked Soothsayer, though there's a choice to back out, it doesn't do anything.

Now some comments:

1. Could you change the oblivion potion to only reset skills that take skill potions? Really annoying that I'd end up losing my tome skills, especially when the player may lose some unique ones, like healing touch -- and it's unlock, Healing Circle -- and summon wood sprite [some easy grind] would be lost.
Could you sort of lock the skill if they're unique/ can't be obtained again?

1a. I thought flame orb was a magic weapon, and bought the magic weapon skill, whatever bolt, but turns out it's melee -.- Waste 2sp with that, so may want to clarify weapon type somewhere.

2. The on screen combat is uber annoying, with how I'm only dealing 1 damage if I use weapons.

3. Maid set is uber powerful, especially compared to the other items/set. The only other close one is Snowyrm; could we get some male equivalent? Not really into my character crossdressing.

4. Boxes are uber OP, allowing us to get purple/pink[+3?] equipment through save scumming.... Problem is they don't refresh, thus if peeps don't know about this, they'd end up missing out, until they can start enchanting. Especially with some of the enchants: Miner= quicker resources, Extractor= essence and treasure, Longshot= some stats, Fortitude= HP&Fx&LP, Fortunate= exp and something, plus others.

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Wish we could click on the evolutions to take use to their page, along with see the requirements after unlocking it. Either to steer away from the evo or to get it again.

Ugh, some of the digimons' attacks are frustrating. An example is yanmamon, it's uber weak barely doing any damage. Useful for grinding items, but not so much if it's your 1st.

Also, may need a speed up/fast forward option, so we don't have to wait endlessly for energy to regen. And/or depending on the rank of the mon, increase their max energy.

Edit: Quality of life stuff.

1. Wish the device was activated at the start and/or didn't de-active every battle. Real annoying having to click it every single time, especially when the battles are waves.

2. Auto-pick up -- Don't see a point to watching battles just to get items -.- tedious.

3. new minimum stats for evolutions. Don't see a point to evo-ing the mons right now, besides maybe increasing your stat cap(?) and collection. As mentioned earlier, evolving could be a demerit due to the mon's way of attacking and/or how the stats are calculated. -- Since for some reason when I evolved to champ, my mon did less damage till I increased its stats again.

4. It's annoying how you can get stun-locked by being pushed to the sides.

5. The big meat doesn't appear to be different from the regular small one. Did you copy&paste their codes? Since they seem to fill the same and has the same amount of 'bites'

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Really wished the dev added a gallery and instead of jumping to title after ending, jumps to before ending activated. Really annoying having to load again.

Otherwise, was a nifty game. Looking forward to more.

Ps. Gallery could have been a room unlocked after seeing an ending once; with stills you can interact with to see all scenes available / what you're missing.

Could you do away with the random generate stairs please? It's annoying, and only works for Harvest Moon because they don't have an energy system, imo.

The only reason I see to having it is to increase the difficulty of getting higher ores, which is kinda already there, due to their drop value; and as an energy sink, thus making players plant more crops, maybe.

Personally, the stairs should be static, imo, and just have the player uncover them, either once, or every time they want to go further.  Maybe even have the player buy/build some ladders/stairs, for a money sink.