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Starlight Destiny's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1 | 3.395 | 3.667 |
Sound/Audio | #2 | 3.703 | 4.000 |
Overall | #2 | 3.333 | 3.600 |
User Interface (UI/UX) | #5 | 3.086 | 3.333 |
Visuals(Graphics) | #5 | 3.395 | 3.667 |
Overall | #5 | 3.086 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://braveking.itch.io/starlight-destiny/devlog/883332/version-054-release
Developer Feedback Questions
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Comments
Hi. Cool to see the progress on this game since I last played it several months ago. The new staff image is much easier to see. A couple suggestions for gameplay.:
Since having the right item equipped is important for having the right/best skills for each battle, I would highly suggest looking into adding a change equipment option in battle. I've seen these in other RPG Maker games, so I am sure there is a plugin available. It seems I'm always getting caught in a battle suddenly without the optimal skills for that enemy, so it would be really nice to be able to switch and it would reward players for remembering the best skills.
My second suggestion is, (if it's possible and maybe you already are on this) set events so that blasts do not activate when you interact with events. It makes the game seem less polished when they do. If setting it to not activate when interacting with an event is too complicated, maybe it's possible to bind it to the Shift keys instead?
Hi, great to see you around again!
Being able to change equipment in combat is something I had considered and indeed even found a plug-in and tested it, although ended up not implementing it on any release. However your suggestion makes sense and I'll try that out for the next version (maybe with a cooldown so it can't be cheesed too much).
As for blasts triggering when interacting with events, I had noticed that problem but couldn't think of a pratical solution. However you bringing that up has actually given me a burst of inspiration and now I see a simple way of implementing it (just make the blasts a common event then use the plug-in that allows binding common events to other keyboard buttons, can't believe I couln't think of that before). That way the blast is no longer connected to the interact button and will not trigger when just chatting with NPCs, opening treasure and stuff.
Thanks a lot for the review!
Glad to help :)
I most recently saw the Change Equipment option in this VX Ace game and if I recall correctly, it only seemed to work once per battle. Not sure if that was a tweak by the creator or a quirk of VX Ace.
I really like the sense of humor and the story. Based on the size of the download file, I can tell it's a really long game. I just played a bit of the start.
I think there are a few too many battles at the start though. I think you should remove some of them. Having too many battles makes the game tedious and repetitive.
Too many battles at start, got it, will cut them down. A bit later on you get the ability to shoot magic blasts that can deal with the map enemies without entering combat, but before that I shouldn't have so many ><.
Thank you very much for your comment!
The game is too big for properly rate it at the jam format. Also I don't know how to rate a game made with RPG-maker, as mostly it is made not by you.
I played until defeated by bat-girls in the beginning. They were unexpectingly tough to fight at this lvl.
Not a bad idea of combining classic magic and anti-utopic world. Also staff personality is funny!
"as mostly it is made not by you" - what do you mean by that?
Thanks for the critique, glad you enjoyed the setting and staff!
For the bat-girls, you're kinda supposed to explore a bit more and you can get another upgrade (by defeating another enemy) that would greatly help beat them, guess I should add a free heal on defeat with the characters hinting to come back after finding said upgrade.