also make some starting fights simpler.a lot of people may find random trainers with level 15 or more when they could only train upto level 10 to 12.also some text problem is there when fighting with maractus in first city looking like a gym
Thanks for your feedback, once more. Your input is appreciated more than you think.
I will talk about this in my reply to Alilatias, it has to do with a particular design and
how we failed to implement it as it we should have xD
I was also told about this text problem but nobody could replicate it, thanks sooooo much for telling me....
I'm about to destroy that pesky bug!
I think the level progression is fine, but there should be dialogue indicating that you should go around town looking for requests to do. I think the game intends to have you go to the abandoned schoolhouse ASAP to pick up a ton of full heals/potions and grind there before doing anything else.
I think I beat all of the barrel gang, but the receptionist guy keeps talking as if I haven't done so. I also can't seem to find the guy that I'm supposed to give the moomoo milk to.
Trying to find this Cyan bridge in order to progress with the lady I found in the abandoned schoolhouse, and failing miserably. So miserably that my starter Pokemon is already level 23 (and probably blatantly overleveled). There should probably be signs that point you towards important landmarks. What is a city without signs? :)
Overall, I'm liking the game so far. It's quite different, and refreshing in a way. The dialogue is hilarious, and makes the MC very relate-able. The layout of the city as it currently is will probably frustrate a lot of people, however.
First of all, thank you immensely for reporting all this. Your opinion matters enormously.
- The Barrel Gang was supposed to reward you with... just a potion xD. There must be a problem with variable count!
- Yes you are right about the abandoned University being THE spot to go after obtaining the starter, and we need to come up with a way to direct the player more obviously towards it. (If you have any idea please speak your mind!)
I'll explain below the reasons as to why it's "convoluted" so far.
- The MooMoo Guy is the guy called Cap, in South Artemisia, as you enter go north, he is above the new wannabe post-office building the Mayor built. He's also the one that put a "map" in the game's folder. Check it out!
- Your starter is not overleveled. There is one fight in particular, which follows more "competitive" rules, and high level will be needed there. It's kind of a joke on how, when we were young, we were always overleveling because
we couldn't yet figure out strategies etc. The other fights, are more like joke-battles. The game truly begins, especially as far as progression is concerned, when you leave the city. Which you will do at the end of the demo.
- The Cyan Bridge is the blue bridge that connects South and Southeastern Artemisia. The lady is not there for reasons, and one of those being that it "forces" you to go seek her in other places, especially the school,
which is needed to complete a highly important mission. The thing is, all these should be optional, but the curious and exploration-focused player will be the one most rewarded. That's what we have to figure out how to do!
****** ^ This is referring to South Artemisia, not Southwestern (CityMarket) ^ *******, after passing through the Southern Checkpoint.
- There are also reasons there are not signs in the city, one of them being the deliberate attempt from the Mayor to distract tourists, and .... some other hidden reasons that will be uncovered later.
- That "realism" is also the reason for many early NPCs having high level pokemon. Which is how it should be in a realistic scenario. They would "never" scale with the player. But, the player who adheres to the type of "man, things
might get tough, gotta train at the Uni to level up quite a bit" or "I'm immersed enough to feel like it's real, so I've gotta always be at my strongest" will never have this kind of trouble because of... you guessed it, grinding. :P
What would someone in a "realistic" situation expect from a city full of trainers who fight to survive? You get a starter and crush everybody with 10x the experience you have? Of course this has to be balanced enough since it still
is a game, and that is the hardest part!
And this brings me to our current struggle:
Most of the design and progression things are deliberate in regards to how this city would be built in a realistic scenario (chaotic, difficult to traverse, disorienting), it also reflects the torture of the workers that built it (since they were almost
never getting paid and many of them perished in order to finish it - even before the Mayor went on with his... ehm.. plans) and must also reflect the mind of the main character (which will also be another theme wink wink) in a sense,
when somebody quite inexperienced with the outside world has to suddenly adjust his whereabouts in a big and unknown city, frustration is the only result xD
The thing is, how do we find that balance point, where we still get the message across without discouraging players? Although some people who tested it, said that after some time in the city, you get used to it
very easily and know where everything is (kinda like the point of MC's perception of things). Also, that's another reason why we included the F - speed up button ;)
Just so you know, both you and all those who help pinpoint these things WILL be mentioned in the credits. So, why not take it a step further and suggest your own ideas? :D :D :D
Lastly, I'm overjoyed that you found the game refreshing, it's exactly what we were going for! Yeah, tell me about the MC... you're in for many, many surprises with that guy...
MC being relatable (is that a word?) was our no1 priority, I'm super glad you pointed that out. Thanks a bunch!
Thanks again and lots of love <3