I hope this game comes to other platforms someday, like Switch, or Playstation, or even just Mac OS! It looks awesome. 🐚
Max W
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Are you in the discord? Folks in the #textmod channel might be able to help you make what you want. :)
I also made a tool for crafting custom spells, if it helps: https://docs.google.com/spreadsheets/d/1gOBoe9zA_CLVyUbZiJqcdWW-PXtVFlLj81FvrvMY...
I agree that while abilitydata is very cool, it's still a bit rough. Fingers crossed that tann adds more functionality in a future update. 🤞
Hi, Six Eyes. This demo was awesome! Impressive stuff, seriously. I can tell you're true FFT fans, haha. This is shaping up to be a cool, modern take on the genre. There's so much to praise, from the overall design, to the characters, to the little extra touches, like the detailed camp scene in the party menu.
Tiny bits of feedback (I'm using a 13-inch 2013 Macbook Pro, OSX 10.9.5):
- The icons for different types of skills are a little grainy and hard to distinguish from one another when scaled down. They looked a little better with the game at the largest resolution.
- The text-color difference between learned and non-learned skills could be bigger (i.e. the unlearned skills' text could be darker to help differentiate them).
- Spell animations are generally cool, but there's some "oomph" missing. Maybe if you darkened the screen during a spell animation so the effect stands out more? Just a thought!
- The SFX for the confirm button is a little squeaky/grating, at least on my computer.
- The Peddler is an interesting class, but it was frustrating to fight one! I hope there's eventually some way to sense traps before you step on them. A passive skill, perhaps? Or an active skill that just reveals all traps on the field? :)
- I think I found a bug.... Either Loading or Continuing from the title screen sets all unit's AP to zero? I think? I'm not sure what caused that for me if it wasn't quitting to title & then Loading/Continuing. Seemed like it was happening on both Load and Continue (I never saw that AP again!), but I didn't dig super deeply.
That's all I could think of. Again, really amazing work here. Thanks again for making & posting a Mac version! I don't have any issues to report regarding that, specifically. I was also stoked that my Logitech controller was supported!
Interesting. Probably good call on the demo first, to see what issues players have with it. For what it's worth, I'm running OSX 10.9.5 on my Macbook, in case you need someone to test on a slightly older OS....
Thanks for responding, either way! I'm glad to hear you're at least considering a Mac version. Everything about this looks great based on the trailer. :)
Thanks, I'm really glad you enjoyed it! The last stage & boss are definitely tricky, but great job getting that far. I definitely agree on the text readability... it's one of my biggest regrets with this project. I was originally planning to draw all of the info pop-ups, but I ran out of time to do that or find a better low-rez font to print with. Next time for sure.
This is a phenomenal entry, one of my favorites for gameplay. I really wish it supported controller input because it's quite difficult, and I really wanted to finish it! Too hard for me on a keyboard... the heat shield was as far as I could get. Great level design, great music... the graphics aren't beautiful, but they convey the mechanics very clearly. Full marks.
Stage 8 is nearly the end, but it is pretty tough! Nice job getting that far.
Yes, the special attack hits up to 3 random enemies, sorry that that was unclear. Future versions will definitely have better abilities & explanations for that sort of thing. Thank you very much for playing and commenting. :)
Looove this concept. I'm all about turn-based roguelikes, plus I'll never not get excited when I hear the phrase "treasure map". The music was sweet, and character customization was a really nice touch (could only be improved by adding a "random" button). The game is a little too hard, in my opinion, but great execution overall! :)
Fun concept! I like the simple graphics and music. It was a little hard to understand what to do sometimes (especially regarding dragons' favor; not sure why they suddenly started hating me on day 10), but interesting and cool overall. A design this dense would probably benefit from both a longer difficulty curve (stages and/or gradually unlocked mechanics) and higher-resolution graphics. Maybe make a simplified 64x64 version? Or enhance/remake in a larger format! :)
It was unclear at first whether P1 and P2 were taking turns or fighting simultaneously. I agree with others that some attack-charging indicator would also be nice. And I don't really understand the point of mana...? It didn't really fit with the theme to me.
Overall, the game feels kind of awkward, but the concept is interesting, and awesome job on the sound and graphics!