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Theblueapple2

5
Posts
A member registered Sep 07, 2023

Recent community posts

You got to look for 2 apartment keys. don't bother trying to melee the the harpies they are nasty

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Well, I'm not proud to say it but you'll have to chesse it. Equip the lighting spray and stay in the one one corner near the entrance and spam the projectile, use coffee or druid potions if necessary if you are out of stamina If she moves close to you she may not reach you if that's not the case then dash your way to the other side (even if you get her out of sight and continue spamming the projectile. Honestly I don't like the idea of using exploits and tried fight fairly but I had no other choice

The ship graveyard boss? or the guards who captured Aello?

Hello again, I just finished Nyx's route and sadly I have bad opinions about the state of the game. Again Ill try to be constructive and polite, first of Nyx gameplay although being designed to be unique compared to Sasha's suffers a lot when it comes to dungeon navigation just like the former, in this case, I obligated to camp and wait for my stamina and health to increase a lot during the dungeon exploration and due to Nyx's overreliance on the stamina bar I have to make a stop every 2 minutes to be at good enough condition to go to the next screen, all of this makes traversing a dungeon longer and more tedious than it has to be.

second on my list is the enemies and the bosses again. although they have a move sets with different variation they fail to telegraph to the player what are they about to do and even worst they act too fast and spam their moves, for instance the Nagi boss fight I had to spam the light spray to win the battle and now that I mention this there's no boss fight in the whole game that I didn't have to cheat in such manner and the worst of all most boss fights fail to stay in the same screen or line of sight as the player making it harder to react to attacks.  a choreography is recommended to make the boss fights engaging and fun

The weapon switching system is sluggish, there are moments where switching for a weapon mid fight may be hard to do and takes too much time due to former mentioned speed. I have an idea for that. How about treating range weapons like guns and spray like items like the old Zelda games tend to do with the bow and arrow and treat keys like an item that doesn't consume inventory space to help with the having go back and forth in a dungeon.

Some areas on Nyx route are hard to navigate like the inside of the inn, it took me a lot to find the room the shopkeeper lend me.

I don't do h-games due to them usually having bad gameplay meant for you to lose on purpose for a lewd reward, but, you said you wanted to make Moon Rhapsody more than h-game so I believe you can pull it off with some time and elbow grease and I hope you are doing well.

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Hello, I played your game, specifically Sasha's routes and I have mixed opinions with the game. Ill try to be as constructive and polite as possible.

First let me address what I adored about the game. The concept art looks so pretty, detailed and full of life and personality I really do love your work and the pixel art in game looks great.  the game does have some pretty good songs that simply fit the setting perfectly like the Azuran sea day and night version and the dungeon songs. The visuals of the environments  I travelled through  got me an exiting feeling while exploring the Azuran islands. I fell in love with the characters they all felt like they have a little personality of their own.

Now with the stuff that needs to be refined and polished.  I understand from the premise that like in resident evil you must use you resources wisely, that being in this case the stamina points bar and the ammo for Sasha's arsenal. The problem is that the drop system for the loot that enemies, crates and blocks leave behind is totally inefficient, I only get bullets from an enemy or crate when I have no more than 10 bullets in my gun at the time and this can be exploited by quickly going back and forth between screens and breaking the newly respawned blocks I destroyed 5 seconds ago, but that is a cheat not a solution, and that leads to a situation were I'm either dry on ammo and have to spam dash to get away or spam slash + jump in really chaotic fight where I don't know what I'm doing, Ill address this later on. A similar problem can be said about the currency system of the game where the amount of money gotten from enemies, crates and breakable blocks is inconsistent and can be exploited by doing the same method explained above. 

The Stamina system makes it impossible for Sasha to explore without going back and forth multiple times in a dungeon and makes completing a dungeon a chore. Sasha's overreliance on beds and campfires makes it hard to navigate a dungeon and most often than not I'm running back and forth from the new rooms to the campfire rooms and that's annoying

About the visuals some path to other screens are hard to see and tell apart from the background, this happened to me when I was getting out of the forest temple and totally missed the house  in front of the exit or the times I got lost searching for the library. Another problem is that the game in some areas gets too dark and it very hard to see where to go and the gimmicks in the room do a poor job in helping with that. The cave behind Clyde's house even with the torches on looks too dark and the section where in the ship graveyard where is full to the brim with electric slugs and hands is very hard to explore and the slugs do a poor job in illuminating the path so I tend to get lost a lot in that area, I don't know if that's a problem I can fix on my end with the game settings but I think this is important to mention. Also in the overworld some tree leaves glitch

About the music and sound effects I felt that the boss music feels bland and doesn't fit the scenario properly and the ghost areas music feel like they don't fit at all

Now the meat of this comment the combat mechanics. Its not fun to fight in this game and I don't want be mean but this is the biggest problem I found in this game. The enemies at the moment they spot you start spamming their moves at you and also they are really fast while doing so even when telegraphing their next move like the lizard men when they start spinning their spear and that makes hard to react to and respond appropriately . and its very easy for the enemies to stun you and grab you not to mention that they can spam the grab. The premise said that I have to be wise with when do I fight and when do I run but this issues just forces me to either spam dash my way out or snipe enemies Its not fun to go melee specially with the bosses. I had to exploit and cheat my way with the first boss and later on had to fight Mitzuki who once she barely touches you she can combo you to death without being able to to anything about other spam slide and shoot. I think that all the enemies in the game lack a proper choreography and the player should be limited with his moves because they can spam their way out of almost everything. So the concept of choosing my fights goes out the window.

I know being an indie dev ain't easy and I have no experience making games but what you are making shows potential and passion and I hope you are doing well. Hope this was helpful to you. When are we getting news about this game may I ask?

Thanks for reading