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A jam submission

Quo (Alpha 1.01)View game page

A turn-based RPG with farming and crafting elements, faster-paced battle mechanics.
Submitted by Alkaline6022 — 3 days, 20 hours before the deadline
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Quo (Alpha 1.01)'s itch.io page

What would you like feedback on?
Environmental design, battle mechanics/gameplay and overall experience playing the game

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Comments

Submitted(+1)

I really liked this alpha! it has some bugs and i guess theres still a lot to implement like some of the protag animations but it is already a great piece of game. I liked the setting of the game and his environmental design a lot, the graphics are great and the use of color helped to create a interesting and contrasting world, that along with the wrinting (witch i wanted to see more...) manages very well to convey this weird capitalist society setting. The only complain i have is that some of the drawings dont match very well with the rest of the game (like the protag face on the in game menu and on the main menu)
The gameplay is probably the part that i liked the most, a rpg with a complex, innovative and at the same time fun battle system. I enjoyed it a lot! I especially like the fact that you gain new skills beating the boss instead of just acummulating xp or something. Really nice battle system, a lot of room to diferent strategies and playstyles.

Really really liked it, looking foward to the full version!

Developer(+1)

Thank you so much for the feedback! I am really glad you enjoyed it!
I plan to incorporate a lot more of the story in the next update so keep an eye out for that! The story will play out a bit differently from what you have seen in the alpha as most of the content here is placeholder, as it was the case with the character portrait xD

I will be playing around more with the battle system to implement new abilities and more enemies.

If you want to keep up with more regular updates feel free to follow the game's twitter account @QuoTheGame !

Thank you once again! <3

Submitted(+1)

Hey there! I was able to get past the part with the bus and defeated the muggers. I think the other reviewers were maybe tripped up by the fact that there were 'decorative' bus signs in some of the other areas? I didn't find it confusing, but maybe I'm more used to this style of game.

I was able to defeat the gang leader and saw the message about it being the end of the game so far. I quite liked what's there so far. Here are my thoughts so far.


Environmental design:

I think you have a very strong aesthetic with the modern city setting. The 'nice' area where Ellys works and the bad area where she lives look very different, and they each have a strong theme going. There's a lot of variety with the characters, and the more cartoonish in-battle sprites are a lot of fun as well. The thin outlines sometimes caused the characters and backgrounds to blend together a little, at least where the backgrounds were a little busier - maybe you could experiment with the outlines? I was able to get around okay, though.

I also like the hints we're getting about the setting so far - there seems to be a lot of inequality, and the name "Status Quo" makes me think the game will end up dealing with that. I'd be interested in learning more about the world and why it is the way it is.

I really liked the idea of the zebra crossings, too. It's nice attention to detail. I was confused at first, but when I realised what was going on, it made me smile.

Some other reviewers have mentioned the lack of music. I think it would be nice to include some ambiance. Maybe not a full soundtrack, if you want to keep the feeling of a quiet city late at night, but perhaps some environmental sound effects would be nice.


Battle mechanics/gameplay:

I think the idea of the three different stances has a lot of promise. It gives you more tactical options than you'd normally have with just one character, and the fact that your "health" bar can be used as a sort of "mana" is very interesting. You have enough here to set you apart from standard RPGMaker battles, and I think you can develop this in a lot of interesting directions. I got to choose a skill after defeating the mugger boss, so you have some opportunities for character development here.

The battles that are in the game right now are pretty simple, so the stances didn't matter that much, but I think you can interesting things in more complex battles. Maybe it's worth trying to have a combat demo about what battle mechanics in the mid-game would be like?

It was a bit annoying to have to pick a stance every round. I didn't really find myself changing strategies that often, especially because the defensive skill and the healing skill were a little too weak to have much of an impact. Maybe you could instead tie it to the skills? E. g. when you use an Ego skill, it puts you into the Ego stance too? It's worth experimenting with.

The fact that it's specifically talking about facets of your personality makes me think that the combat skills will end up having an influence in dialogue as well. Do you plan to tie these in? That would be pretty cool, and not something I've really seen in RPGMaker games. (E. g. if you pick a lot of Id skills, Ellys will become more impulsive.)


Overall experience:

You have a promising start to a game. There aren't too many modern urban RPGs, and I'd be interested in seeing more.

Developer (1 edit) (+1)

Thank you so much for the feedback! I'm so glad you enjoyed it!

I was concerned if the environments stuck well enough to give it a good modern city setting, as you mentioned there aren't a lot of RPGs in that setting so I had little reference to work with.

As for the battle mechanics, I haven't developed them too much, most skills were a placeholder so I could gauge how people feel about the overall mechanic, but I am seeing recommendations to keep a skill tied to a stance and I will definitely play around with that idea! I think you'll be pleased to hear that I do plan on tying the dialogue options with the battle mechanics! Depending on how you respond/interact with NPCs you'll level up a certain stance! I'm still playing with the idea of allowing you to learn new skills via leveling up a stance and using skills of a specific stance to level it up, I think it would end up being too unbalanced, but I was trying to make the level of the stance influence the strength of the skill.

I've been working on developing the story over these past months, so for the next update you'll get a better taste of how things play out ;)

If you'd like to keep up with the game, you can follow the twitter account @QuoTheGame ! 

Submitted(+1)

It has struggled by the bus in the begining by me, can not process further.

Generally I like the design and feel of the game, remembers me of an cool old RPGs :D
But I think it lucks a music a bit.

Can not test battle mechanics because have not encounter enemies, as said previous -> could not process further -> bus is not working :( Or I am doing something wrong?

Thanks for the game! Hope to play further updates of it!

Developer (1 edit)

Thank you for playing! Glad you liked the feel of the game :3 

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I would greatly appreciate if gave it another shot! There's more content waiting for you!

Submitted(+1)

It seems there is a bug with the game as I cannot progress beyond killing the rat, exiting the library and getting the dialogue about the bus, but there is no bus to advance the story. So I'll give you my thoughts based on what I've played now.

Environmental design:

The fact that you can only cross roads via zebra crossing is a neat touch, but also very confusing at first because I was wondering why I could not cross the road.

The place is overall very empty and you need more animated characters. Even just NPCs that move around the park, or cars driving across the road. A few more things to bring it to life.

The lack of music really harms the overall experience as it makes the city feel more dead that it needed to be. Unless that was intended. 


Battle mechanics/Gameplay:

The stance system is an interesting take on the turn-based genre and I think you're going on a good direction with this. It is a good core to build your game from and you can expand upon this idea a lot more.

What if enemies also have stances? And what if there is a combat triangle mechanic where some stances can deal more damage to enemies on other stances? Perhaps down the line, you gain skills that force enemies into certain stances. And maybe you'll get party members that can follow-up your attacks.

In the current version however, the battle feels relatively stale. In fact, there is no urgency to use the different stances. In fighting the rat, I just change my stance to the Id stance (aggressive stance) and just spam Attack and win. Without proper balancing, I can see this happening to almost every fight and may lead to uninteresting combat.


Overall:

It's somewhat lackluster in a few aspects. The core battle mechanics also feels somewhat slow paced despite your description saying 'faster-paced battle mechanics'. I think you should visit your core gameplay loop and smooth out the decision making  in a turn to lead to faster battles. For example, rather than selecting a stance then selecting a move, what if you have all moves available to you regardless of stance? And using a move will change the player to the corresponding stance the move is tied to? This removes more 'lag' between input and feedback to smooth out the battle mechanics and make them pace faster.

Developer

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I've been playing around with NPC population and trying to have cars on the roads, still trying to figure out how to have a constant traffic flux. As for music I didnt have any music other than the default RPG maker songs which I feel like they wouldn't fit the environments.

I like the idea of having a combat triangle mechanic with the enemies! I still have to develop the battle mechanics more, they were mostly a placeholder for people to get a feel of how they work.

Thank you for your feedback and for playing!

I would greatly appreciate if gave it another shot! There's more content waiting for you!