Guess this is the best place to post this considering I don't see a board for game feedback but this works just as well. So I'll start.
It would be easier to have this just as "Journal" rather than Canter's journal. We know he's the protagonist and the player should be able to infer that without issue. Also it would fit inside the menu window.
I also feel there's too many menu options right off the start. It would be easier to introduce them one by one.
I know the items have yet to get descriptions but even if they don't receive any descriptions it would easy to write something like +50LP -2SPI. Attempt to make the player become familiar with the game's terms rather than have them fully fleshed out in the description. It's just simpler to reference
I'm just going to assume this is unfinished as I really hope we don't put gold in our sandwiches to make them.
I assume you're using Yanfly's message script. You should use \ii[x] to denote Item X. It will show up ingame as the item's name along with it's icon. Same goes for \iw[x] and \ia[x] for Weapon and Armor respectively.
I'm not sure why, but I thought I couldn't equip the gloves because the right-hand box didn't show anything inside of it. I assumed I had no gear to equip. Threw me off for a second.
The square there is an issue caused by the font you're using.
For a place that's being ravaged and things are scarce, wouldn't a good idea be to implement some sort of script where the shops have a limited stock? Also I own everything because no prices.
Battles are an attack-fest because the cost of magic is not worth the LP, even if the attacks are relatively strong. Special care towards the battles will be necessary if you wish to make them part of the game. Otherwise they become uninteresting and can turn off a lot of people from the game.
By the way I got into this battle extremely randomly by talking to some lady at the pub. It would help to have more point of reference (A cutscene ahead of time) instead of meeting an arbitrary talking to a person. Like, I don't mind the arbitrary talking to lady to lead up to this battle, but a cutscene on the map of Gabriel being approached by the guards and then asking Canter for help would look a lot nicer than suddenly being teleported into battle. It made me think the lady wanted to kill me or something.
It would help to know the effects of these food items in battle. I've stated something like that above. Just have an extra line that says something like +10%HP
This pub map is way too large. Try to make the inside of your buildings match how they look on the outside. The amount of walking space on this map is probably about as much as you get outside in the town of Stenback.
Strong language generally doesn't flow well in RPG Maker games or through text. It comes off as a cheap shock to see the word "fuck" rather than "this is the situation" in most circumstances. It would take a lot of mood setting to make the word "fuck" in the game come off as a genuine "oh damn this guy really hates us". I would probably use the words "piss off" instead of "fuck off". Would fit better, imo.
I assume this needs more work. If you need help with any event/quest writing I can help with that.
I know in Stenback you expect the player to talk to people and mention Nirav, but you can only mention it to a few select NPCs. You should really allow the player to mention it to everyone, even if they don't have anything to say. Otherwise it's a bit of a turnoff. It really helps you to expand on lore. Some NPCs may know nothing, some NPCs may give some more insight to the area or what have you.
I like the way you handled Shops and Inns. Very simplistic and saves on map space. I mentioned above shops should have limited inventory and probably high prices unless it's a place where inventory isn't really a concern. If you can re-visit a place, perhaps switches or variables to mark when a shop has stock again would be a good thing.
The game runs slow for me, I think this is due to the amount of scripts used. Menu navigation is slower than my inputs which really shouldn't happen.
The world map is especially crazy laggy.
It would be easier to have this just as "Journal" rather than Canter's journal. We know he's the protagonist and the player should be able to infer that without issue. Also it would fit inside the menu window.
I also feel there's too many menu options right off the start. It would be easier to introduce them one by one.
I know the items have yet to get descriptions but even if they don't receive any descriptions it would easy to write something like +50LP -2SPI. Attempt to make the player become familiar with the game's terms rather than have them fully fleshed out in the description. It's just simpler to reference
I'm just going to assume this is unfinished as I really hope we don't put gold in our sandwiches to make them.
I assume you're using Yanfly's message script. You should use \ii[x] to denote Item X. It will show up ingame as the item's name along with it's icon. Same goes for \iw[x] and \ia[x] for Weapon and Armor respectively.
I'm not sure why, but I thought I couldn't equip the gloves because the right-hand box didn't show anything inside of it. I assumed I had no gear to equip. Threw me off for a second.
The square there is an issue caused by the font you're using.
For a place that's being ravaged and things are scarce, wouldn't a good idea be to implement some sort of script where the shops have a limited stock? Also I own everything because no prices.
Battles are an attack-fest because the cost of magic is not worth the LP, even if the attacks are relatively strong. Special care towards the battles will be necessary if you wish to make them part of the game. Otherwise they become uninteresting and can turn off a lot of people from the game.
By the way I got into this battle extremely randomly by talking to some lady at the pub. It would help to have more point of reference (A cutscene ahead of time) instead of meeting an arbitrary talking to a person. Like, I don't mind the arbitrary talking to lady to lead up to this battle, but a cutscene on the map of Gabriel being approached by the guards and then asking Canter for help would look a lot nicer than suddenly being teleported into battle. It made me think the lady wanted to kill me or something.
It would help to know the effects of these food items in battle. I've stated something like that above. Just have an extra line that says something like +10%HP
This pub map is way too large. Try to make the inside of your buildings match how they look on the outside. The amount of walking space on this map is probably about as much as you get outside in the town of Stenback.
Strong language generally doesn't flow well in RPG Maker games or through text. It comes off as a cheap shock to see the word "fuck" rather than "this is the situation" in most circumstances. It would take a lot of mood setting to make the word "fuck" in the game come off as a genuine "oh damn this guy really hates us". I would probably use the words "piss off" instead of "fuck off". Would fit better, imo.
I assume this needs more work. If you need help with any event/quest writing I can help with that.
I know in Stenback you expect the player to talk to people and mention Nirav, but you can only mention it to a few select NPCs. You should really allow the player to mention it to everyone, even if they don't have anything to say. Otherwise it's a bit of a turnoff. It really helps you to expand on lore. Some NPCs may know nothing, some NPCs may give some more insight to the area or what have you.
I like the way you handled Shops and Inns. Very simplistic and saves on map space. I mentioned above shops should have limited inventory and probably high prices unless it's a place where inventory isn't really a concern. If you can re-visit a place, perhaps switches or variables to mark when a shop has stock again would be a good thing.
The game runs slow for me, I think this is due to the amount of scripts used. Menu navigation is slower than my inputs which really shouldn't happen.
The world map is especially crazy laggy.