Thanks for replying. You're an ideal player for our game
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Barbara is also my favourite (although, of course, I love them all, my babies
) and one day, when I'm bored, haha, I'll make a small adventure with her as the main character. She was also a writer in real life, and collected some folk tales, too, so I'll have enough material to work with.
The one about the sunlight that makes up the main story in our game was about a kingdom that had a golden horse that served as their sun, and a witch stole it (that's the gist as far as I remember). We toned it down a bit to make it more believable, and made some changes to the outcome. I'd expect that Central/Eastern European folk tales are quite similar, so I'm not surprised a story like that also turned up in a Hungarian game.
And did you find the secret passage in the castle?
I trust your opinion won't change when you've finished the game (hopefully you won't find some obscure bug that no one else has).
).
And in some years, when we make an anniversary edition of this one, with some improvements
Quote from: Jubal on May 30, 2025, 04:50:58 PMQuote from: EntangledPear on May 27, 2025, 05:58:13 PMThanks for giving it a try. I'm aware that my mapmaking skills are not that great, trying to do better. As for the second point, I would guess highlighted points of interest are doable in RPG Maker, but to be honest, I wouldn't really want to do that. For items/interactions that are necessary, a hint is provided (or you can't move on without them), and the rest is earned as a reward for exploration. I do understand a preference for letting the player know that they missed something, but our philosophy is a bit different.That's absolutely fair - I guess I think if you want players to feel rewarded for exploration in that more open way, you might need a slightly higher feedback density. Not as in more stuff to find, but more little notes on what you don't find or the things you can't take with you in some of the places that don't have as much to find, if that makes sense. I quite like games where I'm encouraged to explore and poke around but I felt like as it is, I wasn't really sure which behaviour the game was trying to encourage as there was such a big difference between the high density stuff like home and other houses in the village that really had very little that gave anything back for interactions.
Quote from: Antiquity on May 30, 2025, 08:58:46 AMI saw that you have a demo available for the sequel, are you interested in detailed feedback on that? Or are you past the point where that would be helpful?
I do think that using a different font for the sequel would be nice, if it's possible. The default RPG Maker font is just not very readable, in my opinion. I realize this would mean a lot of retesting existing dialogues, though, unless you used another monospaced font (which might not be an improvement).
Quote from: Jubal on May 03, 2025, 10:19:46 AMWelcome to Exilian! I'll try to have a go and post some feedback soon, it looks a really interesting concept for a game and I do like fairytale and folklore themes in things I play
I'd love to hear what you think. We mostly took the fairy tales as starting points for the subquests, and developed them into something playable. Some of those old tales are pretty crazy
Quote from: Antiquity on May 03, 2025, 12:21:31 PMHi! I hope to give this a try when my project settles down a bit. How long did it take you to make a game of this size? Were you aiming for a 15 hour playtime, or is that just how the content you came up with turned out?
Do you find it easy to create puzzles? I enjoy putting simple puzzles and riddles in my dungeons to give them a bit more flavor and variety, but I am not a genius puzzlecrafter. Some of them come easily, others not so much.
Funnily enough, I don't think our second game (which we're working on now) is going to be much longer, even though it's more complex
