Dang, that was a great little game. Flowey and Toriel are strikingly compelling characters considering how little screen time they have, and the way they respond to how you've played kept surprising me.
Some concerns and minor criticism in the box:
My main concern is that the pacing might not scale up well to a much longer game. Part of what makes the game so exciting is how much meaning you've managed to cram into normally-boring events, like reloading after the fight against Toriel. If there's too many branch points though, it can be exhausting trying to find everything (to say nothing of making everything in the first place!). Even worse it can encourage the player to keep replaying mechanically and fast-forward to the parts that change, completely blunting the emotional impact of the stuff that stays the same.
A smaller concern is the amount of abuse Flowey and other characters dish out. The amount in the demo was fine, and it's an impressive shock when Flowey lays into the player for killing Toriel after sparing her before, but it can make a game really unpleasant if there's too much, especially when the player is doing something distasteful to begin with. Seeing Flowey's change of tone in the KILL EVERYTHING ending makes me think you've probably got it under control, but it's still something to keep an eye on.
Also two tiny complaints. First, I think the conversation about leaving the ruins lacks a bit of emotional punch, because the only choices are "leave the ruins now" or "put it off." If there was an option to "stay forever" and it just faded to black with the line "And that's exactly what they did," that would emphasize that you're explicitly choosing to leave Toriel, especially in light of Flowey's speech about using SAVEs. Second, if you spare Toriel, you still can't get a hold of her on the phone anymore. It seems a bit out of character for her to suddenly and completely sever with the kid! Maybe I'm just not giving her time to compose herself though. Neither of these bothered me as I was playing, but they left a little bit of an itch when I went back and picked over it obsessively.
Most of the stuff you've mentioned I've already addressed in the script for the full game. I don't know if everyone will like how I've dealed with those things but I thought about them.
About the leaving/staying stuff, I like it better if the player doesn't have that choice at this point.
Toriel just doesn't want to think about you for a while. If she sits around expecting a phone call and one doesn't come, she'll just figure you're dead and get really really really upset. She turns her phone off so she can think for a while. That's the whole point of saying "bye, don't come back" because if she says "come back and visit" she won't be able to stop herself from worrying that you are dead. She wants to try to not care. Will she succeed in the full game? Good question...
Second, if you spare Toriel, you still can't get a hold of her on the phone anymore. It seems a bit out of character for her to suddenly and completely sever with the kid! Maybe I'm just not giving her time to compose herself though. Neither of these bothered me as I was playing, but they left a little bit of an itch when I went back and picked over it obsessively.
Did you try going back to the first room of the game after the Toriel battle?
MW's Gallery of Pixel Delights, Repaired or Drawn for the Connoisseur (Please note that all of the following were requests from other forum members, and are not my own designs.)
If that's intentional, I won't spoil it for people who want to figure it out themselves, but if it's a bug it definitely changes the tone of the game.
I think it's intentional. I think the idea is that you get LV from fighting monsters, not necessarily from defeating them. However, as your LV increases, so does your attack, and it would be more difficult to fight monsters without accidentally killing them.
Like what happens with Toriel if you choose to fight her.
It was intentional (and logically makes sense), but in the copy of the game I'm working on now I've actually taken out gaining power that way because it's probably too contrary to the idea of the game.
One of the reasons I implemented it in the first place was that I was thinking that it would be prohibitively hard to beat the ENTIRE game (beyond the demo) at LV1, but I actually just realized I need to be more creative.
Just want to let you know; while replaying, I keep on getting the exact same error message upon defeating someone.
action number 1
of Alarm Event for alarm 0
for object obj_vaporized:
File is not opened for reading.
action number 1
of Alarm Event for alarm 0
for object obj_vaporized:
Error in code at line 7:
if file_text_read_string(file) = "1" then instance_create(x+(i*2)-2,y+(line*4),obj_blkpxltall)
at position 35: Cannot compare arguments.
Anything and everything, as soon as its HP is reduced to zero, gives that error message. Not at the end of combat; if there were two enemies, it triggered for both of them. It's not a fatal error, so I got it a good twenty to thirty times in that runthrough.
Weird, I can't reproduce this error. Did you redownload the game into the downloads folder or something? Are all the numbered files in /data/monster still there???
I need to minimize external data files anyway... will probably be changing the way this works &_&
Could be a read permissions failure? Any way to handle this in the code? (i.e. on startup make sure it can read one of the external files and, if necessary, write to it too).
Also, it's often worth keeping game data outside the main binary for various reasons (namely allowing designers to modify the game without having to recompile the code) - but then I dunno how GameMaker handles this sort've thing normally or what's best practice for it.
You have no idea how happy this makes me. And look; you're already almost at 400% funded. In only 3 god damn days (and the third day is only just beginning as I post this.) That's pretty frecking impressive.
Originally Posted by Varkarrus
The question is will Hussie allow it?
Toby is one of the most famous and talented musicians on the music team. I'm p'sure the Huss of Lips will let it slide.
I may be a tad bit late for the party, but there seem to be a lot of different possible endings. Could there possibly be one that works around you lulling attackers into a false state of security, then taking advantage of it?
Like, let's say you pretend to be a pacifist, the assailant attacks slower, lowers their guard, and you attack back while taking advantage of their slower attacks (At least for a few turns)