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I tried the game out for a while, until the mansion, and here are my impressions:

  • It's way too railroady: you get control taken away from you constantly, and cannot even visit places where the Plot(tm) isn't happening right now, always with some variance of "I have no reason to be there". It makes the game feel much smaller and frustrating.
  • So far, the story goes so fast and with so little foreshadowing or explanation that everything feels like it happens because The Plot Requires It. Doomed hometown? Obligatory origin story. First party member? You need one. Guards ignore that you look like you are going to commit a murder? Story would halt otherwise.
  • I really like how animated the cutscenes are for an RPGMaker game. Does a lot with very little, specially when walking about and little things happen without stopping the game, like a random box falling. It goes a long way in making the game feel more alive.
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Alright, thank you for your thoughts on it. I'm glad at least one thing I did left a positive impression, even if you're not satisfied with the pacing and all. In particular, I might change the interaction with that guard; looking at it from an outside perspective, it is a bit... well, awkward, to say the least.

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Actually, might I start a discussion with you on the matter of linearity? I'd like to pick your brain on the subject, since you're the first person I've received that comment from (I've tested it with some close friends already).

The game does open up a little bit after the first chapter, though I suspect not to the degree that you might like. I've mostly allowed the player to backtrack to previous areas, and I intend to include optional areas as well (secret dungeons, bonus bosses, and the like). However, that kind of content isn't in the game yet. Basically, what I'd like to know is this: do you think the Game is too linear, or do you think the Story is too linear? I'd like the player to feel like they have agency, and knowing the answer to that would help me address that issue.

It's fine if the story is linear; many great RPGs are a straight line without being able to affect its outcome. However, gameplay-wise, the problem is that the game is (so far) always boxing you in: you can only go exactly where the plot is happening, and it takes control off constantly to ferry you between places. I'll take your word that it gets freer later and this is only the first chapter, but consider: does the player really need all that handholding?

Example: the village is destroyed and a black figure runs away. There is only one obvious option, which is following it. Taking control away from the player eliminates any agency they might have for no reason whatsoever, since that was going to be the thing they were going to do anyway.

Example 2: You reach the next town, and even though there are a couple of districts, trying to go anywhere prompts the mercenary guy to say that you're not supposed to go there. That, again, takes away all agency of the player for no good reason; if the area is made, there is nothing blocking it and isn't far away from the main quest, why not let the player visit ahead of time, even if there isn't much going on? In fact, it's a great opportunity to introduce optional exposition or foreshadowing for later events, or even minor sidequests.

Anyway, those are my 0.02$. You can always also try out other RPGMaker games to see what they did different and how it compares to your own game.

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Thanks for your input. I sort of see what you mean, and I'll try to address it (though, perhaps not immediately). When I get to the polishing phase, I'll try to expand on what's there and how the player interacts with it. It's probably never going to be wide open, but I can at least make it so that it doesn't feel as closed off.