Memory Hunters

Memory Hunters

Fun old-school game
Some of the translation to English is a bit off ... haha ... but fun game.

A couple of suggestions for you to improve gameplay:

1- For some of the more difficult parts (for example the Vesta soldiers' invasion of Jelizar) you should not have the game save between soldiers. It is very easy to get stuck in the village with low HP and no potions, and then the game becomes impossible ... so you have to start from an old save, or start all over again. You can prevent this by ensuring that the auto-save does not save between fights inside the village, for example.

2- When there is an object interaction with the menu, the menu opens quickly and is IMMEDIATELY accessible. This is ok but sometimes really annoying. For example, in Jelizar when I am giving the letter to the girl and the game gives me the option to tell her or not tell her who it came from, the message appears so quickly, I chose the first option by accident and there was no way to go back. Also many times I select the wrong item to interact with the map because the inventory opens so quickly, without an extra click (but just opens immediately). Either make the inventory only trigger when the player clicks or presses again, or else give a delay so that the interface is not immediately responsive. This way the player can read the option before making a choice.

3- There is way, way, way, way, way too much mute in this game. Enemies constantly mute your spellcasters and there's no practical way to unmute them except with expensive items. Not equipment to block muting, no spell to remedy it. You should remove the ability to mute players from about 90% of your monsters. It's just very boring ... and extremely annoying ... to have all of my skills constantly blocked. At least there should be more counterplay or ability to remove the status.

4- I really like the difficulty. Most RPGs like this are way too easy. This one is much more difficult in terms of gold and in terms of enemy difficulty. I suggest that you do not listen to the suggestions of other players who will tell you to make it easier!
Last edited by Sir Valimont; Nov 9, 2022 @ 3:03pm
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Showing 1-9 of 9 comments
deltawave  [developer] Nov 11, 2022 @ 1:33pm 
Thank you very much for your feedback!
It's very precious.
I will try to improve that features.
deltawave  [developer] Nov 13, 2022 @ 1:52pm 
Hi Sir Valimont
the v1.2.0 has been released with the following fixes and improvements.

To address your nice points:
- implemented up to 18 autosaves (checkpoints) in order to make more safe the player progress;
- reviewed all the skills to balance the statuses which resulted too much frequent;
- added the status prevention feature to some accessories;
- increased the opening time of some windows (e.g. choice window) in order to prevent a user unexpected selection;

Extra tasks:
- fixed a bug which hid two Tio arrow skills (ops!);
- Improved the UI of the save / load menu.

Thank you again for your feedback.
Last edited by deltawave; Nov 13, 2022 @ 1:53pm
Sir Valimont Nov 13, 2022 @ 3:46pm 
Wow - great response time and work. This is a great first project for a new developer so congratulations on that. :)

I will play some more with the new features.

Cheers,

Sir V
Hi deltawavestudio,

have some feedback:
I second most of the points made by Sir Valimont except for the mute thing, which i didn't encounter as often.

I played through the game before the update so maybe some points are already taken care of.
Although i liked the difficulty, it was a bit too grindy and imbalanced. At some points i found myself fighting monsters over and over until i felt safe to proceed.

I rarely used most of the skills, as the use up too much mana and regenerating it in the inn is rather costly, so i probably used 10% of the skills 90% of the time. Probably try to balance that out a bit.

(spoiler)

except for Moon, nobody can regain MP by themselves, which led me to play with Moon most of the time and just block with the others. Maybe give them some additional skills for that or introduce an item for that.

I was leveling up the team to around 40 in the ruins before clearing the soldier camp and afterwards i found myself holding back on both the mage and the end boss. Both times i expected to fight again afterwards without regenerating, and was surprised that that was already it (probably i was just overleveled..).

The invisible passage was quite annoying as you don't know in the slightest, where you are. I would suggest you either have a ping on your location from time to time (e.g. same animation as during turning invisible) or just a translucent body, the time is a bit generous with around 12 sec, which you don't really need (and which you have to wait if you don't know where you are..)

I think i used the the memories only twice due to the insane mana cost, which was kind of sad. Maybe, make them more usable during fights.


Lastly i would also suggest to tackle the typos and english translations to make the game more enjoyable as the story is one of the interesting points.

Was a fun little game, but still needs some work :)
Best regards
Last edited by The great Refrigerator; Nov 13, 2022 @ 3:59pm
deltawave  [developer] Nov 15, 2022 @ 2:29pm 
Hi The great Refrigerator
Thank you for the feedback and for your play.
I try to give you more details about the game to match your nice points:

Spoiler alert
- about the characters, skills and memories: the team is composed by two physical classes (Tristan/Blake) and two magic classes (Moon/Tio).
The magic classes are designed to consume few MPs and it can attack with spell a lot. The physical classes is designed to damage mainly with the standard attack and burn very fast the MPs.
The best strategy with physical classes is to use only the low MP spells (10-20 MP) with the casual enemies and use the highest MP spell only in the boss fights.
Last, the memories are designed to be the last choice in a battle due to the high MPs request as you pointed out. A typical scenario is when a boss has defeated most of your team and you try to win with a final one-shot attack.

- for the final places (the island and the mons) the level estimated is about 30-34, so I can confirm that your team was very strong with the level 40 to experience the challange more confortable than expected.

- the invisible passage: the timed translucent animation is a interesting suggestion, I'll consider to implement it!


- the translation: the story is a main point as you highlighted, so I'm sorry about the text typos. I was too optimistic with its quality. I hope to provide in the future an important review on it.

Thanks again!
Last edited by deltawave; Nov 15, 2022 @ 2:31pm
Euphoniac Dec 9, 2022 @ 3:17pm 
Will the game feature a window mode instead of full-screen only after the next big update? In all honesty, the missing window mode alone was the cause for me not trying out the game when it was first released (assuming I wasn't just too stupid to find the option, which is rather unlikely given my history with RPG Maker games).
deltawave  [developer] Dec 10, 2022 @ 10:23am 
Hi Euphoniac,
thank you to report me your needs.
I confirm that currently there isn't the window mode option.
If you would like to play the adventure with the window mode, I will implement it for the v1.3.0 release. It requires an acceptable effort.
The new option will be accessible from the usual options menu and it will start the game in window mode with a fixed size.
To better understand your playing experience, can I ask you why you prefer the window mode and which window size you usually use ?
Thanks
Euphoniac Dec 10, 2022 @ 10:40pm 
Thanks for your reply and the intended implementation of a window mode. I prefer window mode because I usually mute a game's sound and listen to other music while playing. Also, you never know when you'll be in need of a text document or an internet browser, which is why I don't want to constantly Alt + Tab in and out of the game. The window size is fine as long as it's not too small; I think anything in the size of (what you would call) 720p or larger is large enough. Thanks again for listening to your (potential) players' needs.
deltawave  [developer] Feb 12, 2023 @ 12:53pm 
Hi guys
the v1,3,0 has been released and I give you a quick update about your last feedbacks:

@The great Refrigerator : about your suggestion. the invisible passage challenge has been improved providing to the player a sort of animated hero's position "ping" (preserving the challenge);

@Euphoniac : as promised, this version provide the window mode.

Enjoy it.
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Date Posted: Nov 8, 2022 @ 7:43pm
Posts: 9