New build and playtesting





I have been slaving away at implementing a new item menu for the battle system, it was an uphill battle due to the previous system for in-battle items being spaghetti hell but it's done.
Additionally i have done a playtesting session with a good friend, his reaction: Confused and over whelmed. Most notably he struggled with the action command system as well as not being able to tell what's going on. (Though that could because the only RPGs he's experienced in being Undertale and Deltarune which are bullet hell hybrids)
Due to this I have expanded the window for AC as well as add a mechanic for late inputs to also count, overall the system is far more intuitive. I also actually labeled all the damage poppups, for example when a beast takes poison damage it now says 8 POISON as opposed to just 8. I changed around some of the timing on the battle system so you actually have time to read the move callouts.
Playtesting: The only way to know if your game is shitty, Playtest your game kids, it could save a life.
Files
Get Project: Startamers (Prototype)
Project: Startamers (Prototype)
A monster catching rpg set in a Post-Post apacaliptic world
Status | In development |
Author | Anonymous Wisp |
Genre | Role Playing |
Tags | 2D, Atmospheric, Cute, Fantasy, Godot, Indie, No AI, Pixel Art, Turn-based |
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