Hi there! Thanks for reaching out! I'm still working on the game yes. I am probably going to release a trailer for it next month.
I don't have another demo build ready sadly but a quick heads up: some people have experienced freezes while mashing through the battle menu, so I'd advise against doing that if possible? I have solved that issue in the current build of the game but I haven't had the time to make a new demo build. I hope you all enjoy the game!
You asked for a clue to solve the demo and I would say that there are several directions you haven't taken yet, namely going south and then holding east after going down the stairs, and then there is also going south of the kitchen area,that's where the demo's actual end point is located.
Awesome! thanks for the clue! I'll try to get there before the podcast tomorrow! So glad you reached out and that this game is still in the works! I think it's a great handheld game!
Im super glad I found this game , This is literally the kind of game I want to make with RPGmaker, Its really inspirational to see what can be done. Really love the interface and graphics.
Hi!! I usually like to install games through the Desktop App. But it doesn't seem to work b/c I can't choose a version. Could you look into it? Loved the first iteration and looking forward to play 1.2!
Really liked what i played, i do like how each encounter i needed to make sure to think about the fight and if i should advance more exploring never i thought "i should just go attacking on this one"(only when i khew i would survive and it was a returning trip
I think the Talon was the most scary enemy, always a priority, stun and execute on that flying thingie was what i did most, and my heart always sunk when the stun didn't worked, that thing was fast and hitted hard, i think i died four or five times to a encounter with them.
very cool rpg!! my read: deliberately balanced in and out of battle to evoke a very specific mood. dungeon crawling is messy, brutal work, none of us are here because we want to be. but by being diligent and methodical, we can constrain the danger, the unpredictability, the gloomy quiet of the dungeon to something manageable. take it one room at a time, walk back to camp and rest when you need to, don't count on things getting much easier, make sure you've brought what you need, make every drop of mana count, make sure to save up money and supplies for future catastrophes. despite the weight of the job there was a lot of warmth in the experience - it felt like the game was generally on my side, rewarded my patience and curiosity and showed no interest in punishing me unduly. the dungeon isn't cruel or indifferent, just demanding. navigating it felt like three people putting their heads down and getting to work on a long, messy job, doing what they need to do. professionals
i appreciate sealed fortress for having a unique and specific vision and realizing it robustly across all elements of its design: combat, exploration, presentation, narrative and all. i'm on board! curious to see how it develops from here, thanks for the memorable experience
I'm really loving the designs so far, the character bios in the menu section and the dialogue are fun, and the tone of the game makes me so excited to play more! I jotted down some notes below:
- Combat leans to favoring using skills often and aggressively with skills being good but not overtuned, which helps keep it interesting by favoring what skills are better to do at what times rather than making the skills themselves more powerful but making them extremely heavy in SP cost. I also like the passive generation of SP per turn if you focus on just attacking, it's a nice touch.
- It can be hard to see the arrows that designate where you can move into a new room, it might be good to add highlights to the arrows or lighten their color as a whole to make them stand out a bit better
- Traps are a nice touch to the dungeon crawling aspect and I do like being able to pick who opens chests to manage potential health losses
- Blackjack is really good. Like, really good. It seems to stun really consistently against strong single targets, stunning them for multiple turns in a row. I did notice that one enemy (Howl) got priority and used a special action the third time I tried to stun them-wondering if that's something exclusive to that enemy or if it's built into the stun mechanic as a failsafe to avoid cheese?
- If I run away from a roaming enemy for a long enough time- i.e., have them follow me to a previous room and circle around the room to get past them then go on to the next room down stairs, the thumping sfx that occurs whenever they chase you persists. This does go away after your next encounter, not sure if it persists through saving or resting at a campfire yet. Tried stacking the sfx by re-entering the room and getting chased again, seems to reset the sfx but does not stack multiple sfx over each other. So this seems like a minor issue for now,
- As a compulsive saver I do like having 20 save slots to choose from
- Also found a tile I could clip through that I don't think I'm supposed to be able to walk on. All other sides of the tile have collision, just not the bottom edge. I got a screenshot of it if you want it for reference
Overall a very fun game so far. Still haven't gotten all the way through the demo but if I have any more notes I'll make sure to share. Looking forward to seeing more!
Edit: Finally got through the ending boss, really intense, really fun.
Thank you so much for sharing all this!! This is useful feedback and I'm glad you had a nice time! Most of the bugs/issues mentioned here will be fixed in the new version of the game I'm gonna be posting tonight! :D tysm again! <3
game feels amazing! battles are really tense and you get a clear impression of early rpg design. curious about whether a map will be added later, and certain combat options (skills that both deal damage and apply statuses to multiple targets can run a little long), but overall i just can't wait to get my hands on the full game!
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Hey @MinaSheep are you still working on this game? we are going to review the demo of it this Wednesday on (1) Rarely Typical Players - YouTube
Feel free to message me on here to send a later version of the demo if it exists!
Hi there! Thanks for reaching out! I'm still working on the game yes. I am probably going to release a trailer for it next month.
I don't have another demo build ready sadly but a quick heads up: some people have experienced freezes while mashing through the battle menu, so I'd advise against doing that if possible? I have solved that issue in the current build of the game but I haven't had the time to make a new demo build.
I hope you all enjoy the game!
Hey I'm not sure if there's a direct message system on Itch, but it looks like you blocked my account on Twitter? Did you mean to?
Woah, I don't think I did that on purpose! Sorry bout that! I'd like to unblock you, what's the @ ??
@Ricachet, I changed my name to "A Person" for ambiguous reasons. I don't really like the X platform lol
I just saw the video you posted on your channel!
You asked for a clue to solve the demo and I would say that there are several directions you haven't taken yet, namely going south and then holding east after going down the stairs, and then there is also going south of the kitchen area,that's where the demo's actual end point is located.
Ty for checking my game out!
Awesome! thanks for the clue! I'll try to get there before the podcast tomorrow! So glad you reached out and that this game is still in the works! I think it's a great handheld game!
Im super glad I found this game , This is literally the kind of game I want to make with RPGmaker, Its really inspirational to see what can be done. Really love the interface and graphics.
Hi!! I usually like to install games through the Desktop App. But it doesn't seem to work b/c I can't choose a version. Could you look into it? Loved the first iteration and looking forward to play 1.2!
Hiya! I'm not sure I understand the problem, but the currently available files are all for the latest version of the demo. Are you on Windows?
Ok I think I solved the issue! The files weren't tagged for the platforms. It should show up in the installer now
thanks a lot!
Really liked what i played, i do like how each encounter i needed to make sure to think about the fight and if i should advance more exploring never i thought "i should just go attacking on this one"(only when i khew i would survive and it was a returning trip
I think the Talon was the most scary enemy, always a priority, stun and execute on that flying thingie was what i did most, and my heart always sunk when the stun didn't worked, that thing was fast and hitted hard, i think i died four or five times to a encounter with them.
I do not like much of the idea of "look at this bug " but this one I got one that the footsteps of a roaming fiend while the party was going to fight a static one
https://youtube.com/clip/Ugkxvsnn7MV_uCK_fte8kJm88bLLnOMyg3E5
It creeped me out in a good way, it did remind me there was something following me still, it was cool!
I hope everything goes well on the dev!
Thank you so much! I'm super glad you enjoyed it!
I've more or less wrangled that bug already but I'm glad it provided a fun surprise haha
Nice game, i like it, but i did not know i could heal at the camp interacting with the cauldron, took me 1 death to know it. nice art btw :v
This is cool! I like Lori
Tysm! <3
very cool rpg!! my read: deliberately balanced in and out of battle to evoke a very specific mood. dungeon crawling is messy, brutal work, none of us are here because we want to be. but by being diligent and methodical, we can constrain the danger, the unpredictability, the gloomy quiet of the dungeon to something manageable. take it one room at a time, walk back to camp and rest when you need to, don't count on things getting much easier, make sure you've brought what you need, make every drop of mana count, make sure to save up money and supplies for future catastrophes. despite the weight of the job there was a lot of warmth in the experience - it felt like the game was generally on my side, rewarded my patience and curiosity and showed no interest in punishing me unduly. the dungeon isn't cruel or indifferent, just demanding. navigating it felt like three people putting their heads down and getting to work on a long, messy job, doing what they need to do. professionals
i appreciate sealed fortress for having a unique and specific vision and realizing it robustly across all elements of its design: combat, exploration, presentation, narrative and all. i'm on board! curious to see how it develops from here, thanks for the memorable experience
Thank you so much for this thoughtful review!!!! <3 I'm really really glad you enjoyed the demo! ☺️
I'm really loving the designs so far, the character bios in the menu section and the dialogue are fun, and the tone of the game makes me so excited to play more! I jotted down some notes below:
- Combat leans to favoring using skills often and aggressively with skills being good but not overtuned, which helps keep it interesting by favoring what skills are better to do at what times rather than making the skills themselves more powerful but making them extremely heavy in SP cost. I also like the passive generation of SP per turn if you focus on just attacking, it's a nice touch.
- It can be hard to see the arrows that designate where you can move into a new room, it might be good to add highlights to the arrows or lighten their color as a whole to make them stand out a bit better
- Traps are a nice touch to the dungeon crawling aspect and I do like being able to pick who opens chests to manage potential health losses
- Blackjack is really good. Like, really good. It seems to stun really consistently against strong single targets, stunning them for multiple turns in a row. I did notice that one enemy (Howl) got priority and used a special action the third time I tried to stun them-wondering if that's something exclusive to that enemy or if it's built into the stun mechanic as a failsafe to avoid cheese?
- If I run away from a roaming enemy for a long enough time- i.e., have them follow me to a previous room and circle around the room to get past them then go on to the next room down stairs, the thumping sfx that occurs whenever they chase you persists. This does go away after your next encounter, not sure if it persists through saving or resting at a campfire yet. Tried stacking the sfx by re-entering the room and getting chased again, seems to reset the sfx but does not stack multiple sfx over each other. So this seems like a minor issue for now,
- As a compulsive saver I do like having 20 save slots to choose from
- Also found a tile I could clip through that I don't think I'm supposed to be able to walk on. All other sides of the tile have collision, just not the bottom edge. I got a screenshot of it if you want it for reference
Overall a very fun game so far. Still haven't gotten all the way through the demo but if I have any more notes I'll make sure to share. Looking forward to seeing more!
Edit: Finally got through the ending boss, really intense, really fun.
Thank you so much for sharing all this!! This is useful feedback and I'm glad you had a nice time!
Most of the bugs/issues mentioned here will be fixed in the new version of the game I'm gonna be posting tonight! :D
tysm again! <3
game feels amazing! battles are really tense and you get a clear impression of early rpg design. curious about whether a map will be added later, and certain combat options (skills that both deal damage and apply statuses to multiple targets can run a little long), but overall i just can't wait to get my hands on the full game!
Aaa Tysm!:D
combat is too slow, needs a setting to speed up