![]() ![]() ![]() I liked in Roadwarden the nighttime choices, especially ones after story progression/setting revelations, considering how you might judge the actions of characters. My favourite moment is the conversation with Vena's mother and the question that arises there, as it forces you - as the player - to strongly consider what Vena might say. My biggest critique is about player choice not about the outcomes of the chapter, but in terms of pacing and moments for reflection. It's difficult to judge only off of only the one chapter, but I wonder if a prologue scene might help to introduce the characters, and set up little bits of payoff that the player can pick up on later in the game (Vena's perfume, Lita and Stabulus, etc). It has a lot to cover since it needs to introduce the setting and characters as well as its plot, so there's a lot of exposition getting in the way of the storytelling. ![]() The map icon blinking every time you change location is a bit annoying though.įor the story itself, Vena's chapter feels a little short and rushed. Integrating character portraits with it somehow would make it even more useful. Side note, love the map on the menu screen, that's a cool way of letting a player discover information before even starting up the game. I'd be curious as to how it reads/plays to someone who hadn't played Roadwarden - where the discovery of the setting is an enjoyable and necessary element to that game - compared to here where there is a bit of explanation given for the setting-specific elements (goblins, wrath of the herds, etc), but the context of that information is very different. Picked up Roadwarden this week with the anniversary update and smashed through it (fantastic game btw), so wanted to check out this demo for your next project.įirstly, it's really interesting seeing a visual representation of aspects of the Roadwarden setting. So while it’s not super-replayable, I believe it provides quite a significant change in its feel and justifies at least 2 playthroughs, even though the second one may get sped up. ![]() So if the player wants to accept the endings of the first 3 storylines, they can quickly replay the 4th chapter alone to see the most spectacular choice-based changes. Then, the 4th chapter contains its own major decisions and scenes that are influenced by the previous 3. So the player can hold the Ctrl, skip the previously seen text, and focus on learning only the new bits, if they prefer to do so. The people who tested the game 1-2 months ago, with fewer scenes, took about 2,5-3,5 hours to finish it, and I assume the new scenes probably add another 15-30 minutes.Įach of the first 3 storylines have two possible outcomes, and while some of their contents change depending on the player’s choices, the majority of the game remains the same. I estimate that Vena’s plotline is about 30% of the full game. I’m afraid of including too much noise to the scene. I’m definitely going to change small bits of visuals still (I just finished redrawing doors in one of the other plotlines, as well as changing the sizes of the stronghold to make all the characters fit on the screen), but I’m not sure if I’m going to change the trees specifically. You encouraged me to pay closer attention to it and I’ll change it before the full release. I agree that the quiet parts were not well balanced volume-wise. Thank you so much for giving it a shot, and even more so for sharing your thoughts! Right now, feedback is extremely valuable to me. How many chapters/hours of gameplay are you aiming for? And how replayable is it going to be? I don't know how much you are going to update the graphics, but for what's already there, they look good. the smooth tree trunks in the forest and the town at night raining scenes. For me, they look warm and comfortable befitting the personal space of the story, but sometimes they look a bit too 'clean', e.g. I grew up with old-school graphic adventure games in the 80s/90s so I have rather high expectations (lol) on modern pixel art. The graphics and music are well done, though the quiet parts can feel too quiet for me. Like Roadwarden, it's not often we get a slice-of-life game set in a high-fantasy setting, so I enjoy it for that! It probably helps that I am invested in the universe because I love Roadwarden, but the writing is still good and I genuinely want to know more about these characters because for me their mundane lives only made them more relatable. I finished the demo and as far as visual novels go, I gotta say I liked it. ![]()
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