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Ok. It’s great that you’re willing to look into any way you can improve. By the way, IDK what keeps causing the startup crash. It now seems like it was just chance that it worked after I changed to proton experimental, but if you only want to see how well the game works through proton, you could always look for a machine to install Linux on, install Steam, turn on Steam Play, then run the game. Not sure if that would necessarily be the best use of time though. I think that the menu and UI stuff require improvement the most right now.
I’ve played plenty more of the game and I love the humour. Don’t think I laughed so much in a while.
The writing is amazing.
The combat is adequate.
The VN bits; I’ve already talked about.
The time management bits feel like they need improvement as well. Maybe after you select an item that costs time crystals, you could see a highlight of where each mental stat/points will fill up to?
Best of luck.
https://steamcommunity.com/sharedfiles/filedetails/?id=3077951343
Also, just curious, why Unreal Engine? I’ve not used it before and I really don’t know much about it, but I heard it’s better suited for games with large teams rather than 2D indie games.
Personally, I have some experience with Game Maker and Godot, but I’ve never released my own game before. (Though I’d very much like to at some point in the future.)
What are your thoughts after using Unreal to make this game?
Hey S
Thanks for your feedback, the game is out of Early Access now but I do plan on adding quality of life improvements over time, especially as I move through remaking my other RPG Alluna and Brie. I'll go through these reports and see what I can easily incorporate into the game.
I also used Game Maker studio before, it's where I learned how to make games (Back in Game Maker 7.1, before it became Studio). It's a great tool, but when they jumped to Game Maker Studio they removed support for external files and externally accessing resources. For smaller games that isn't an issue, but when you use large character sprites like I do the engine really struggles, particularly when I now have over 70 full size HD character sprites that I use.
I started messing around in Unity, but Unreal Engine has a really powerful scripting tool called Blueprint that essentially works as a giant flowchart editor. It's really impressive and you can do a lot with it. I actually hired a company to make the game for me back when I made Alluna and Brie, as making a life simulation RPG on this scale was a bit above me as a solo indie dev, and while they got the job done a lot of things were very, very rough.
With Robotic Battle Maiden I spent several years deciphering the code, there wasn't any documentation so I had to learn how they'd cobbled things together, and multiple people worked on the engine so naming conventions aren't consistent and the way things operate changes from level to level. That being said, I was able to eventually make sense of it and make some big improvements, such as fixing control responsiveness, improving load times dramatically and polishing the interface. I plan to take what I've learned to go back and update my previous RPG Alluna and Brie as well and release a free definitive edition update, but I have a few games in the pipeline so it's a bit of a juggling act with work/family responsibilities as well.
Really glad to hear you're enjoying the game, and thanks again for the feedback!
Cheers
Lach
https://steamcommunity.com/sharedfiles/filedetails/?id=3082217079
And here the head appears, but not his event to choose:
https://steamcommunity.com/sharedfiles/filedetails/?id=3083306201
Maybe because I have too low fuel level?