maybe make the information on the escape a little subtle, Tamsyn serves mostly as an exposition dump and you could maybe add bits of information to the other prisoners or scattered throughout the level that points you subtly in the right direction with Tamsyn helping put it together if you're having trouble.
vents were mostly fine but i did find the two ropes stack on top of each other a little annoying as it could be a tad finnicky the couple of times i went up and down but couldn't get off because i was a centimeter too far. I would also maybe move the equipment you can find more along the critical path as while i'm a loot goblin who explores with extra supplies being put in their place
plot seems interesting, some extra lore bits scattered at later stages about the prison and warden and location would be interesting to see.
For general combat i have the following advice;
limit double and trio encounters if you don't offer drops from enemies as they'll feel more like a drain on supplies than , if you do do them, make sure to not make enemies beat sticks, the drones felt fine but the guards felt a bit like beat sticks for how early you can encounter them in pairs I like the idea of the prison enemies in that guards hit more regularly but do relatively low damage, drones hit less often but serve to both divert attention and to chip away at you but given the guards take (without missing) about 3-4 hits to kill if you roll double guards you're going to just burn supplies.
This is an issue i also have of the first boss, 7 damage for a no indication attack is a bit high when your looking at about 18-20hp to start off (depending on if you grind a bit) and having a hit sponge that does a ton of chip damage in the first bosses party with no other (That i found) party members makes it feel very rng reliant to get through the fight as if you miss an attack you're basically taking an entire round of damage, or if you're as unlucky as me in my first run, lost 90% of my health round two because the warden rolled gun twice in a row. My feedback to improve it would be to either; lower the ballistic damage by 40%, lower the backup guard's health by 10-13 which would put it (With good rng) in the two shot range so you can focus on the warden, and raise the drone's hit chance by 10% to compensate so it's not just a body there to take up extra turns.
didn't get much farther after the first boss due to time constraints
Structural Design overall like the design, characters seem fitting enough for a warhammer escque vibe where we have great technology but sword goes brrrr.
enemy design is also fine, I might add one extra enemy type for the tutorial, i.e. extremely low hit chance but if it hits look out. I also would add some more early item drops beyond currency, having a chance to restock in the field is always welcome in turn based combat games.
music choice is fine, i do recommend you add a couple of tracks in to hop between for the battle bmg, same goes for overworld tracks, it's not a huge thing but it helps with grinding/backtracking to have a little variety but for where the game's at right now it's not that important.
I only found one technical error in my testing, on start up the following error displays ;
"Your profile can not be used because it is from a newer version of NW.js. Some features may be unavailable. Please specify a different profile directory or use a newer version of NW.js."
as far as i can tell it had no impact on gameplay though
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prison break feedback -
plot and level structure;
maybe make the information on the escape a little subtle,
Tamsyn serves mostly as an exposition dump and you could maybe add bits of information to the other prisoners or scattered throughout the level that points you subtly in the right direction with Tamsyn helping put it together if you're having trouble.
vents were mostly fine but i did find the two ropes stack on top of each other a little annoying as it could be a tad finnicky the couple of times i went up and down but couldn't get off because i was a centimeter too far. I would also maybe move the equipment you can find more along the critical path as while i'm a loot goblin who explores with extra supplies being put in their place
plot seems interesting, some extra lore bits scattered at later stages about the prison and warden and location would be interesting to see.
For general combat i have the following advice;
limit double and trio encounters if you don't offer drops from enemies as they'll feel more like a drain on supplies than , if you do do them, make sure to not make enemies beat sticks, the drones felt fine but the guards felt a bit like beat sticks for how early you can encounter them in pairs
I like the idea of the prison enemies in that guards hit more regularly but do relatively low damage, drones hit less often but serve to both divert attention and to chip away at you but given the guards take (without missing) about 3-4 hits to kill if you roll double guards you're going to just burn supplies.
This is an issue i also have of the first boss, 7 damage for a no indication attack is a bit high when your looking at about 18-20hp to start off (depending on if you grind a bit) and having a hit sponge that does a ton of chip damage in the first bosses party with no other (That i found) party members makes it feel very rng reliant to get through the fight as if you miss an attack you're basically taking an entire round of damage, or if you're as unlucky as me in my first run, lost 90% of my health round two because the warden rolled gun twice in a row. My feedback to improve it would be to either; lower the ballistic damage by 40%, lower the backup guard's health by 10-13 which would put it (With good rng) in the two shot range so you can focus on the warden, and raise the drone's hit chance by 10% to compensate so it's not just a body there to take up extra turns.
didn't get much farther after the first boss due to time constraints
Structural Design
overall like the design, characters seem fitting enough for a warhammer escque vibe where we have great technology but sword goes brrrr.
enemy design is also fine, I might add one extra enemy type for the tutorial, i.e. extremely low hit chance but if it hits look out.
I also would add some more early item drops beyond currency, having a chance to restock in the field is always welcome in turn based combat games.
music choice is fine, i do recommend you add a couple of tracks in to hop between for the battle bmg, same goes for overworld tracks, it's not a huge thing but it helps with grinding/backtracking to have a little variety but for where the game's at right now it's not that important.
I only found one technical error in my testing, on start up the following error displays ;
"Your profile can not be used because it is from a newer version of NW.js. Some features may be unavailable. Please specify a different profile directory or use a newer version of NW.js."
as far as i can tell it had no impact on gameplay though
Thanks for playing and for the productive feedback!
If you had made it to the warden fight then you have seen a good majority of the game so far.