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A Bear Named Polar

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A member registered Mar 06, 2024 · View creator page →

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A little feedback for polish and QoL. Very minor spoilers below so I'm pushing it past the read more button...










  1. When you press a statement during cross in Ace Attorney and the game returns you to the testimony, it puts you at the next statement. Here, you're returned to the beginning. This can make it harder especially for players unfamiliar with that gameplay loop to keep track of where they were in the line of questioning. Hell, I found myself accidentally pressing the same statement repeatedly a couple times because I forgot which question I pressed before.
  2. I like how you've flavored the "Objection," "Hold It," and "Take That" interjections. However, given how they're phrased, I feel like there are a number of places in the dialogue where using the "Stop right there" (Hold It) shout should be used instead of the "No, that's wrong" (Objection) shout, e.g. when the "prosecutor" starts being dehumanizing and the scrivener insists he cut the crap and show some respect.
  3. Would it be possible to add the "skip dialog" button present in the normal interface into the turnabout interface? Or does the courtroom scene code make this a pain to do?
  4. In general I feel like there should be a way to still easily pull up the logbook, "court record", or dialogue history when presented with a multiple choice option in both the standard and courtroom interfaces. To draw a comparison, to my recollection Ace Attorney keeps those button prompts visible on the screen at practically all times, the normal MonVillage interface disappears entirely during a choice and the dialogue history and log book aren't options on the courtroom interface.
  5. If I'm using Skip Dialog to fast forward in Chapter 3 and the game gets to a "save your game" prompt, the VHS static persists on the top and bottom of the screen until the actual save screen appears.

I was looking just for a transcription of what's in the publicly released game so far, not for anything you're still working on. I've done two runs and intend to finish the story with the other characters as well, and when I finished I was gonna take a closer look at the text and start rooting out typos.

I totally understand, though. I don't want to impose myself on your workflow, and I'm also not looking to get sneak peeks or spoilers or anything. It's just that this game's story and the characters have hooked me and I want to see it be the best it can be, and understand how looking at the same stuff over and over can make it easy to miss mistakes. I'm eagerly awaiting the coming updates!

I just wanted to say I really enjoyed the game and was curious if there was a way I could look over the script released so far? There are a handful of grammatical errors and typos especially in chapter 3 and I'd be interested in trying my hand at proofreading it in my spare time!

Picking this up again after playing it last in 0.2, love the new features! I have some questions/suggestions:

  • A "Save & return to title" button on the pause screen would be awesome
  • If you launch the NPC editor, you can't back out. There should be a return to title button here as well, and making the ESC key do the same would be cool, with a confirm dialog when the user goes to back out.
  • Can there be options for no tail on the animal bases, and no ears/horns only on the draconic base?
  • Separate horns into another menu option. It wasn't clear to me that I needed to be in the Ears menu to recolor the horns
  • Potential bug: are you supposed to be able to seduce Quinn when you find her out on the islands for the second time? She's struck me as not quite as the promiscuous type yet after I sat with her and did her dialog, she started behaving like any other wild islands NPC except she would follow me. And then that was buggy after I maxed out her allure because she would do this cycle where she would stop for a few seconds in an idle pose and then start moving towards me (sometimes stuck in an allure animation), or present herself for an interaction.

Enjoying this so far! Just got a couple things to say:

First, I managed to softlock the game by accidentally hitting the emote button while in a dialog.

Second, I've been seeing NPCs out in the wild just break entirely and stop responding to emotes.

Third, I've had a number of NPCs either get hostile after emoting at them and in one case right after blowing me (with a "get fucked!" dialog bubble). Is... that something that can happen? Feels like a bug.