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It would be kind of cool with all the world building you guys did in this game, to see where it goes from there for a sequel.
I'm not quite sure yet what to suggest for the sequel.
In Nusakana, I liked some of the things it did, like the battles being condensed.
(Generally, a battle is over in a few rounds, one way or the other).
Which is nice, as the game is more streamlined and quicker.
I'm not a fan of long, drawn-out RPGs like Dragon Quest. I just don't have that kind of time to invest in level grinds and long battles.
That's one thing I liked about Nusakana: it felt more faster-paced, with less emphasis on level grinds (and instead focus on equipment), so it felt like I could play for a short while, and yet not feel like it takes forever to make progress.
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I also liked that it was generous with item drops.
A problem with a lot of crafting games, is that it's hard to collect certain items, to the point crafting feels stressful.
But with Nusakana, I could afford to have fun with the crafting. With only the rarer items being a little harder to find, and even then can be found without much issue on certain enemies.
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As for favorite characters I'd love to see again, I'd have to go with Gurami, Mako, and Orca.
(Aside from that, might be cool to see some like Arawana, Mica, or Sal get a little more spotlight)
Admittedly, for some, like Azul and Ruvio, it'd be interesting to see how that would work. Or for Brometheus (though I'd assume the sequel would assume he'd been fought and defeated)
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A big question I'd have to ask: Is this being made on RPG Maker as well? Or a custom engine?
(i'm assuming custom engine, but never hurts to ask)
Nusakana was such an amazing game in my eyes, so I'm very excited for even the possibility of a sequel!
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Here are some things I loved about Nusakana and hope will still exist in the sequel:
1. Nusakana was a very 'chill' game. It's not that the game was or should be easy, but that it doesn't pressure you. You could take your time to become stronger by fighting enemies or making new equipment, or just take a whole week to go fishing with the characters you liked. You weren't pressured by time, the storyline (at least not often) or resources. I loved the feeling of being able to relax in Nusakana and not having to rush to this objective or that waypoint like you'd find in a lot of games - the story could unfold at
the player's own pace.
2. I loved the character interactions. Both the relationship dialogues between the main character and the maidens of Nusakana, and their interactions with one another and various events. I would sometimes watch through the same event multiple times to see how different characters reacted to it - all of the work you did making special dialogues and hidden events and conversations made the world feel like an exciting place to explore, and I wanted to explore it with every character (and many combinations of characters!)
3. I loved the large number of events - the little side quests and adventures. Sometimes you see a game like this and you expect it to be pretty barebones, with characters and new events seldom interrupting your plans. But events happened so often in Nusakana that every day felt like there was more to explore or discover. They made the game exciting!
4. There was a strong feeling of culture in Nusakana. Between the beach storyteller and the villagers' own myths, the conversations you have with the maidens, the Heart Fruit taboo, and the food, it gave the impression of a place that had its own unique and different culture. I liked it so much that it got me interested in Indonesian culture and myths!
5. All the little details and work put into the setting, like how the music changed depending on the location and time of day, the overlays that gave the impression of a golden sunset, the weather and how characters reacted to it, how they might get grumpy if they were hungry orif you used Gigas' service when they didn't want you to.
6. It's nice that in Nusakana, there were often several things for players to think about or try to do at any given time. There were usually a few quests happening at once, or players might be trying to increase a character's relationship level, or looking for magic. It meant that if you weren't strong enough for a particular fight, you didn't feel like you had to grind because there were so many other things you already wanted to do, so it didn't block your progress. It also meant that players could choose to play the way they felt at the time - maybe I would choose to find enough glacial livers to make that ice gun, or maybe I just wanted to spend some time wandering the mountains and camping with friends, or maybe I wanted to fill out the fishing book a bit. There was never a time when I felt like the only interesting things left for me to do required me to fight enemies.
7. The music. Honestly, I loved a lot of that music so much that it affects me emotionally now. I hope that in the sequel, we hear some of the same music or maybe new versions of some of the old tracks.
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Here are some things I didn't like as much about Nusakana, and could maybe be improved for the sequel:
1. The English grammar for Nusakana was pretty bad. I know part of it was intentional, but there were enough mistakes in things like the UI and journal that it became hard to tell what was supposed to be poor grammar and what just hadn't translated very well.
2. There was too great a gap of time between entering the Elvan ruin and actually seeing the characters' unique endings. I wanted to see every character's ending, but each time it took about two hours to get through the ending sequence, so I only saw the endings for some of the characters I liked the most.
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Here are some other things I would love to see in the sequel:
1. I would like to see what's happened to the characters from the first game, as well as the changes to the island of Nusakana as a whole in the time that has passed.
2. I hope that there will be a chance to build relationships again, whether with some of the old cast or with new characters.
3. Characters I'd love to see again are mainly Auria, Orca, Narwhal, Kat, Mica, Molamola, and Mako.
4. I'm curious if there would be a 'canon' ending for the main character of the first game. In my mind, it was always Auria's ending. In Seaside Cafe story, there's mention of him leaving the island with "a little girl in a red hood," but I don't know who that is... the closest I can think of is either Auria (red hair) or Angel (brownish-red hoodie).
5. I hope there will still be some amount of survival, combat, and crafting elements in the next game, but I also hope that they will not put a great amount of stress on the player. For survival, maybe food should be as plentiful to find as it is in the first game. For combat, it helps take the pressure off if players can find new equipment or level up and fight at their own pace, without feeling like they have to grind to progress the story or that the game is too easy and their equipment or level doesn't matter.
6. It might sound strange, but many of my favorite characters were the Nusakanan children (Auria, Kat, Mica, Delphi, etc)... In fact, I liked that the people you built relationships with covered three or four age groups, instead of just being 'young women.' I hope we'll be able to interact and make friends with some of them in the sequel to see how they've grown, and also I hope there will be kids among the new characters we meet.
7. I also hope we get to talk to some of the random islanders, as they helped the village feel open and welcoming. It's a psychological thing - when you see characters that you can't talk to, you start to feel unwelcome. When all of the characters have something to say, you feel more comfortable.
ᵉᵛᵉⁿ ᵗʰᵒᵘᵍʰ ᴵ ʳᵉᵃˡˡʸ ˡᵒᵛᵉᵈ ᵗʰᵉ ᵒʳᶦᵍᶦⁿᵃˡ
The initial plan is to make the game in Unity. While using RPG Maker is nice (and very handy for making quick prototype) it is also too restricting.
Thank you for the advice, but for this sequel, we plan to keep the gameplay as close to the original. With only minor changes to things that we found obsolete and quality of life enhancement for better playing experience. Most of the existing gameplay features will stay the same.
While experimenting new gameplay and adding new features are nice, it will also detrimental to the development of the game, making it longer than it needed to be since we need to test them to make sure the addition is good enough and all that balancing stuff. I do believe that the reason people like playing Nusakana is due to its unique (and sometimes weird) gameplay experience. Changing it, or worse taking it away, is the same as betraying the people that really like this game in the first place. Though, I need to take into consideration of the changing demographics of the player. What people like change over time, players come and go. The challenge is to find a way to make the game attractive enough for the new demographics while also respecting the old demographics.
Moving on to the plan for the story, since it’s a sequel, the game will takes place approximately about 10 years after the first game. I don’t want to spill anything, but if you want a spoiler for some of the old characters growth, you could check our twitter post (their design may change in the game).
Almost forgot... I apologize that this may be a controversial question. This is something that I want to ask for a long time, how do you guys feel about explicit content? I don't mean to turn the sequel into some sort of cheap hentai game, but in the context of the "dating sim" and romance aspect of the game. I feel like to turn the romance aspect up a notch (obviously only on legal age characters) to include kissing and far beyond that. Where do you draw the line, design-wise (skimpy clothing, nudity) and action wise (kissing, sex)?
Thanks again for replying! Feel free to post anything if you have more suggestion or just want to discuss about the sequel here.
To be fair, I actually subscribe to the forum, so when a new thread starts I get a notification for it. So, once you'd posted this thread it popped up on my notifications.
Glad to hear you're using a new engine. RPG Maker XP is a fun program, but it did feel like it restricted a lot of what you could do.
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Yeah, this game was fun, partly because it was clear you guys were doing what you wanted and had fun with it. That translated well into the game's overall fun factor.
One thing is I liked that this game made fishing fun in games.
That's always been a rough system to have in games, as a lot of games try to make fishing super-difficult, especially with line breaking.
(Big the Cat of Sonic Adventure 1 comes to mind. Such a pain in the neck.)
But also fishing in other game can be annoying in other games due to having to wait for a bite.
(Like Harvest Moon Story of Seasons, where you cast a line, and have to wait for real-time minutes to "maybe" get a bite.)
I like that in Nusakana, fishing can be done much quicker, especially if you have the right bait, the fish will make a beeline for the hook. Makes things go much quicker.
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10 years later? That'll be interesting.
(Although, I guess we did kinda get a glimpse of it in Narwhal's ending, judging by the fact she and others were older, such as Arinka's baby looking like a child now.)
I'll admit, I'm curious how things like Ruvio and Azul would be handled. (I haven't quite got their full ending yet, so I'm not sure if it already permanently addressed their situation)
Okay, the big one - your question about explicit content.
I'm actually not for that.
The thing is: I like that I can talk about Nusakana to others, and recommend it, without feeling guilty.
(As a contrasting example, saying that HunnyPop is a favorite of yours would get you a lot of strange looks, even with a cleaned-up version of that game. Not a game you can casually recommend)
While Nusakana does have it's more risque moments, they're more rare and aren't bad.
Such as the scene with the main character and Gurami's pillow talk. It's painfully obvious what had happened between them, but they don't show anything.
I even liked that the MC was coy in his journal about it.
Even things like the Empress ending up nude after getting the evil armor destroyed, made sense in context. It wasn't done (I assume) as gratuitous fanservice, but as a story element.
(Kinda like that scene in "Tremors", where the lady gets knocked into barbed wire, and nearly eaten. With her trousers tangled in the barbed wire, with help she quickly gets out of her trousers and escapes the monster in just a pair of panties.
It wasn't done as fanservice, rather, it was played as a realistic outcome (most people in that situation would gladly sacrifice their dignity to save their life).
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On a side note, for things like hugging and kissing, and standard romance stuff - sure, that seems fine.
(I've already spoken about the more intense stuff above)
For designs, I prefer if it stays SFW.
But obviously, things like hot springs will always be iffy by nature, so it's still fine to have moments like that.
Many games have their occasional fanservice, so it's reasonable.
In this game, the swimsuit designs, they were fine. I had no complaints, and liked a large number of them.
(Admittedly, with the younger ones, you might want to be careful. Things like Auria's yukata was cutting it a bit close at times.)
The scenes in the baths were a little much, especially the ones with towels, but still within reason.
(Again, bath or hot springs episodes usually are a bit risque by nature)
The alternate outfits were especially cool.
I liked those. Many suited their character quite well.
(Auria's looked adorable. And Gurami's showed that she has more muscle tone than you'd expect a schoolteacher to have. A nice subtle detail.)
And I agree with funewchie on the explicit content - stuff like the hot springs scenes were enjoyable, but they were also about as far as I'd push it.
Kissing, hugging, and other non-explicit romantic gestures are 'sweet' in my mind rather than 'sexy,' and I think it's perfectly reasonable to include them.
The kind of skimpyness/fanservice you'd see in the hot springs is fine, but only on occasion and if it makes sense in context. It would feel weird for there to be super-skimpy clothing options, for example.
The main reason of my question is, while in Nusakana most relationship with the maidens ended up a platonic relationship with most of them accepting the outcome whoever the MC choose in the end. In this sequel I want most of the romance to be actually romantic and the player has a stake in his choice, with some of the characters may not approve of his choice and affect their character development. Also it doesn't mean that every romantic relationship in the sequel must be explicit in nature, but some probably do depending on the context and characters.
From what I've seen, the closest thing to a negative reaction people had was joking (or snarking) about "fish waifus".
(Though when mentioning it to others, I have made it clear that the maidens are human (or some kind of higher race of humanoid, like elves without the pointy ears), but have a theme or motif from certain kinds of fish.)
With relationships, to be fair, a lot of the maidens are too young anyway.
Plus, they're all sisters, so I doubt they'd be too upset if one of their sisters gets a husband (and they get a brother-in-law).
(On a side note, that's one thing I liked in Nusakana: That not all the relationships are romantic.
I've mentioned to people that "some of the relationship choices in the game are romantic, but with others (especially the younger ones), it's made perfectly clear that your character simply forms a lifelong friendship with the girl"
Still, if the sequel focuses more on romance, that's still perfectly fine. I look forward to seeing what the game will bring.
I just wanted to mention that I also liked the platonic options.)
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Still, that sounds interesting. It kind of sounds like a jealousy system of sorts.
Might be very interesting to see how that gets worked into gameplay (assuming that's what you mean), considering relationships affect the game's combat system, especially skills/magic.
Though I guess we did get a sample of this jealousy in the shared ending for Narwhal and Orca.
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And as for the relationship being explicit in nature, to be fair, several of the ones in Nusakana got the point across.
Like with Molamola and Orca: it was pretty strongly implied in their final relationship scene that they had slept with the main character.
And Gurami's... yeah, there was no doubt. If nothing else, the pillow talk made it clear.
Still, if everything is kept within reason (that is, it's not NSFW), then sure. Have fun with designing it.
Like I said, plenty of games have their occasional fanservice, so it's fine, within reason.
As long as I can mention it on a Twitch stream without feeling like I'm recommending a hentai game, I'm happy.
I look forward to seeing what this sequel will bring.
- Fishing
- More Clarity
- Combat
- Food & Cooking
Thanks for opening this thread and taking player criticism, I hope it leads to an even better Nusakana 2 in the future!I like the idea of fishing, and the whole 'fishing rpg' aspect is what originally drew me in to the game, but the actual fishing in-game felt weird. Having to switch from a weapon to a fishing rod was annoying at times, and the bait was either unclear as to which fish it would attract, or was specifically made to target a single type of fish. The boat fishing areas felt even more awkward, but this was mostly due to RPG Maker's limitations with directional movement. Perhaps in the sequel (if fishing is a main aspect still), the player could use some kind of map pop-up to move around to different boat fishing locations, and the actual fishing is performed off the sides of the boat, the boat being the main portion of the map the player can move around on.
Compared to most RPG Maker games, Nusakana did a very good job of keeping most of the game's systems clear and understandable, but there were certain things that could use some clarity. Things like ability descriptions and story details would often suffer from poor translations or misleading text.
The first time I played the game, I thought the combat was far too hard. This was because I took to long to find a partner, and since then the combat only became easier. Enemies had variety, but not in ways that felt interactive. For example, running into an enemy weak to magic when you don't have any magic attacks available feels hopeless in the early game, and trivial near the end. I eventually settled on a single style of combat and brute forced everything with sheer stats. This isn't exactly a bad thing, as combat isn't the main focus of the game, but it happens frequently enough to be looked into.
I feel as though the variety hurt the game in this regard. Having so many recipes to make felt kind of overwhelming, and finding simple recipes and sticking to them was my go-to for when anyone was hungry. I found myself maxed out on 80% of ingredients and cooking primarily meat from enemies, due to needing one of the 20% of ingredients I didn't have. If the uses for food were more varied, I think this issue would be easily fixed.
Looking at this reminded me of a few thoughts I'd had on Nusakana, myself.
It would have been nice to have the Encyclopedia fill in on what bait works on what fish as you go along.
I appreciate the challenge of needing to figure it out. But it would be nice if, after you catch and register a type of fish, the game shows what bait works on that species.
(As it is, I had to sort of write a guide to remind me what bait works on what fish)
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With the writing, it was great.
I especially loved the Nusakana natives speaking their own language with bits of English thrown in (with Google Translate revealing that they're speaking Indonesian, and showing that their dialogue is done right, regardless of language)
That said, like Velvet said, there were times where the story wasn't quite clear on a detail.
Such as with the chief.
I had been confused about trying to send the chief back through the time portal he went through, and yet he couldn't... up until you guys explained to me that there never was a time portal, and he had simply been asleep in cyrofreeze for 50 years and thus can't go back to his time.
Things like that threw me. I don't know if I missed a detail or not.
And yeah, you might need to double-check the proofreading.
While it's expected (and perfectly acceptable) for the natives to not speak English very well, the foreign characters (who likely are native English speakers) probably shouldn't be making grammar mistakes.
(From what I recall, you guys already improved on that in Ciel Fledge, so it should be fine)
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I might disagree with Velvet about the abundance of food recipes.
I did appreciate that a lot of the dishes could be bought from the wandering chef.
I liked seeing all those various recipes, especially with a number of them being real-world foods (especially in southeast Asia).
Such as, I had never heard of Satay or Nata de Coco before playing this game.
I always enjoy learning more about foods and cultures around the world.
The one thing I might suggest, is that if you're going to keep the hunger system in place, I'd appreciate it if the game shows by how much the food will fill up a party member.
That was always tricky for me: to try and guess if a meal is too much for a hungry party member, or is not nearly enough.
*Sigh* Well, for a sequal I would like for it to continue the story of Protagonist "Edgar" even if it's already ended I pressume. I keep it just like this game with maybe some updates on art and UI department like updating the "Main Quests" page looks kind of messy, I guess it would be problem for a sequal to start from... Which ending of this game? I doubt you guys want to to an intro for every girl from this game so I think we should astablish the "canon" ending/main love interest which I thing is eaither Auria or Orca.
I personally love Empress , but oh well, Auria is also my favourite. More of her please.
That's it for now, I will try to give a more 'detailed' opinion ones I finish the game.
...
Unless of course you may be the plot right now?
To be fair, about that character she doesn't show up until near the end of the game. Not really any time to get to know her.
Besides which, she's the mother of the other girls (including the romantic interests). Dating her would be kinda weird, kinda like dating your girlfriend's mother.
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To be fair, they'd likely just reference the main parts of the ending, rather than the personalized ones.
They've avoided directly saying which character's story outcome was which, in the games that have the Nusakana cast as cameos (Seaside Cafe and Ciel Fledge).
Huh, really? I didn't know that. To be fair you don't have to date any "daugthers" right? So it could have been all good.
Now, how does it ties up with Edgar(MC)?
I thouth as well that, since the game called "Nusakana 2" which means the story will be about the same island again, Edgar may have returned on to the island for some plot reasons again devs may use "general" summary of the ending insted of "main love intrest" one using reference to those ending in order to let the players decide which one was their "canon" from the first game, although I would like the opposite of that and just choose eaither Auria or Orca.