I'm sorry, I lost all motivation and probably won't continue my playthrough. Just when I finally had a complete (4 members) party... Since I'm a big fan of fighting with parties that are composed of at least 3 (better 4) members, my disappointment was immense when I discovered that I have to complete the next three main quests with only 2 party members (protagonist and one different sidekick each time). Apart from my design nitpicks, the game is competently made, so I hope you will reach and convince many members of your target audience.
With regards to bugs, you should make sure that non-healing skills can't be used from the menu outside of battle (Warold's "Taunt", Tommuz's "Vitalizing Shock", Yrana's "Sleepy Spell", though the first two might be intentional).
Concerning other feedback: It's nearly impossible and requires great patience/luck to trigger battles with bats. I'm sure that could be handled differently (better).
Thanks for making this game, even though - at last - it doesn't seem to be a game that I can wholeheartedly enjoy.
The limited party size is only temporary. You'll soon be able to fight with a full party again (pretty much for the rest of the game, barring some cutscene-like fights at the end). The Yrana segment has a special mechanic full of (popular) cultural references. And the other two segments will introduce new party members. Soon after, you'll be able to mix and match.
I'll look into the problem with the skills, thanks for letting me know!
And the bats can be annoying at times, but you don't have to fight all of them. They're more like background objects that may occasionally run into you :)
Thanks once more for your useful insights, and I hope you at least had some fun while playing!
- After the party has obtained the Cell Key in Fantasma Cavern, some of the cave passages in the outside area can't be used until the party has freed Tommuz and Yrana. This also applies to the cave passage left of Fantasma Cavern that leads to a treasure chest which contains an HP Increase. Unfortunately, you mixed them up and made the left cave inaccessible, not the right cave near (left of) Fantasma Cavern. That means: If the player obtains the Cell Key in Fantasma Cavern and then goes through the cave passage left of Fantasma Cavern before freeing Tommuz und Yrana, they will get permanently stuck, since the way back is blocked.
Oops! Can't believe I missed that one on all of my playtests... Only the cave passage that leads back to Breakaway Beach is meant to be blocked at this point. Fixed it and re-uploaded.
Thanks once again for the report! I hope you had a recent save to go back to...
Don't worry, I'm a save-scummer. I save before every map transition, among other things, so my most recent save was probably created a few seconds prior to the mishap. :D Since I had looted the treasure chest before exploring Fantasma Cavern, I simply wanted to check afterwards if there's something new in that area (like a ladder trigger). It's a good thing that it was me who discovered the issue that way - and not someone with autosaves disabled and no manually created save file up to that point (as unlikely as that is to happen).
Edit: The loading errors mentioned below have been fixed!
The game looks promising, but you might want to do more playtesting, considering it's not even possible right now to get past the first battle. These are the bugs that I encountered during the first minutes (due to missing or accidentally deleted resources):
- After winning the fight against the Pirate Grunt, the following loading error popped up: Failed to load: img/sv_actors/PirateGruntM.png. Also, the Pirate Grunt's sprite in battle is absent (or invisible).
- After selecting and trying to leave the bestiary, the following loading errors can pop up, depending on which (still unlocked?) bestiary entries have been viewed:
-- Failed to load: img/sv_actors/Cupidee.png (entry 43)
-- Failed to load: img/sv_actors/UltimateCouple.png (entry 46)
-- Failed to load: img/sv_actors/ArenduneSoldier.png (entry 112)
-- Failed to load: img/sv_actors/ArenduneCaptain.png (entry 113)
-- Failed to load: img/sv_actors/FortuneStella.png (entry 114)
-- Failed to load: img/sv_actors/Gaspor.png (entry 115)
-- Failed to load: img/sv_actors/Priscilla.png (entry 116)
-- Failed to load: img/sv_actors/Priest.png (entry 117)
-- Failed to load: img/sv_actors/Zenya.png (entry 118)
-- Failed to load: img/sv_actors/Tyron.png (entry 119)
-- Failed to load: img/sv_actors/Duddly.png (entry 120)
-- Failed to load: img/sv_actors/Anya.png (entry 121)
-- Failed to load: img/sv_actors/Eric.png (entry 122)
-- Failed to load: img/sv_actors/MayorMasher.png (entry 123)
-- Failed to load: img/sv_actors/Ultimate2.png (entry 140)
- A very common RPG Maker MZ autosave related bug: Upon starting the game, the autosave setting is always turned on again, even if it has been turned off before.
I can already tell that you've poured a lot of work into this game. There are some aspects that I don't like (e.g. the - so far - finite number of enemies, which makes endless grinding impossible, the fact that most monsters don't drop money, the heavy lag on some maps despite all effects having been disabled), but the great area design in particular has kept me motivated so far.
The number of enemies is indeed finite, but some will respawn when you get to a new chapter (and new ones will appear). I found that the game already gets very easy if the player chooses to defeat every enemy they come across. But yeah, you may want to hold on to all the loot items you get. By the way, there will be a way to grind infinitely near the end of the game, but I won't spoil what that is.
I deliberately made money relatively scarce to encourage players to craft items instead of buying dozens of them at a time. Shouldn't be too bad though.
I used smaller maps in later dungeons (and areas) so there will be less (or no) lag, hopefully.
Glad to hear you like the area design! I like being creative with my maps and I always hope it shows!
I hope you'll keep enjoying my game, and thanks once again for the valuable feedback!
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The OST for Paradise Unbound is now available on SoundCloud:
https://on.soundcloud.com/61rYywrhRHMtrc4s8
I'm sorry, I lost all motivation and probably won't continue my playthrough. Just when I finally had a complete (4 members) party... Since I'm a big fan of fighting with parties that are composed of at least 3 (better 4) members, my disappointment was immense when I discovered that I have to complete the next three main quests with only 2 party members (protagonist and one different sidekick each time). Apart from my design nitpicks, the game is competently made, so I hope you will reach and convince many members of your target audience.
With regards to bugs, you should make sure that non-healing skills can't be used from the menu outside of battle (Warold's "Taunt", Tommuz's "Vitalizing Shock", Yrana's "Sleepy Spell", though the first two might be intentional).
Concerning other feedback: It's nearly impossible and requires great patience/luck to trigger battles with bats. I'm sure that could be handled differently (better).
Thanks for making this game, even though - at last - it doesn't seem to be a game that I can wholeheartedly enjoy.
The limited party size is only temporary. You'll soon be able to fight with a full party again (pretty much for the rest of the game, barring some cutscene-like fights at the end). The Yrana segment has a special mechanic full of (popular) cultural references. And the other two segments will introduce new party members. Soon after, you'll be able to mix and match.
I'll look into the problem with the skills, thanks for letting me know!
And the bats can be annoying at times, but you don't have to fight all of them. They're more like background objects that may occasionally run into you :)
Thanks once more for your useful insights, and I hope you at least had some fun while playing!
I recently discovered one new game-breaking bug:
- After the party has obtained the Cell Key in Fantasma Cavern, some of the cave passages in the outside area can't be used until the party has freed Tommuz and Yrana. This also applies to the cave passage left of Fantasma Cavern that leads to a treasure chest which contains an HP Increase. Unfortunately, you mixed them up and made the left cave inaccessible, not the right cave near (left of) Fantasma Cavern. That means: If the player obtains the Cell Key in Fantasma Cavern and then goes through the cave passage left of Fantasma Cavern before freeing Tommuz und Yrana, they will get permanently stuck, since the way back is blocked.
Oops! Can't believe I missed that one on all of my playtests...
Only the cave passage that leads back to Breakaway Beach is meant to be blocked at this point. Fixed it and re-uploaded.
Thanks once again for the report!
I hope you had a recent save to go back to...
Don't worry, I'm a save-scummer. I save before every map transition, among other things, so my most recent save was probably created a few seconds prior to the mishap. :D Since I had looted the treasure chest before exploring Fantasma Cavern, I simply wanted to check afterwards if there's something new in that area (like a ladder trigger). It's a good thing that it was me who discovered the issue that way - and not someone with autosaves disabled and no manually created save file up to that point (as unlikely as that is to happen).
Edit: The loading errors mentioned below have been fixed!
The game looks promising, but you might want to do more playtesting, considering it's not even possible right now to get past the first battle. These are the bugs that I encountered during the first minutes (due to missing or accidentally deleted resources):
- After winning the fight against the Pirate Grunt, the following loading error popped up: Failed to load: img/sv_actors/PirateGruntM.png. Also, the Pirate Grunt's sprite in battle is absent (or invisible).
- After selecting and trying to leave the bestiary, the following loading errors can pop up, depending on which (still unlocked?) bestiary entries have been viewed:
-- Failed to load: img/sv_actors/Cupidee.png (entry 43)
-- Failed to load: img/sv_actors/UltimateCouple.png (entry 46)
-- Failed to load: img/sv_actors/ArenduneSoldier.png (entry 112)
-- Failed to load: img/sv_actors/ArenduneCaptain.png (entry 113)
-- Failed to load: img/sv_actors/FortuneStella.png (entry 114)
-- Failed to load: img/sv_actors/Gaspor.png (entry 115)
-- Failed to load: img/sv_actors/Priscilla.png (entry 116)
-- Failed to load: img/sv_actors/Priest.png (entry 117)
-- Failed to load: img/sv_actors/Zenya.png (entry 118)
-- Failed to load: img/sv_actors/Tyron.png (entry 119)
-- Failed to load: img/sv_actors/Duddly.png (entry 120)
-- Failed to load: img/sv_actors/Anya.png (entry 121)
-- Failed to load: img/sv_actors/Eric.png (entry 122)
-- Failed to load: img/sv_actors/MayorMasher.png (entry 123)
-- Failed to load: img/sv_actors/Ultimate2.png (entry 140)
- A very common RPG Maker MZ autosave related bug: Upon starting the game, the autosave setting is always turned on again, even if it has been turned off before.
Thanks for reporting! Must be a problem with the upload then. I'll look into it!
I solved some issues and re-uploaded the game. You can now proceed past the first battle. Sorry for the inconvenience!
Thanks, I made it past the first battle, and it's safe to browse the bestiary now, too.
Thanks a lot! I hope you enjoy the game!
I can already tell that you've poured a lot of work into this game. There are some aspects that I don't like (e.g. the - so far - finite number of enemies, which makes endless grinding impossible, the fact that most monsters don't drop money, the heavy lag on some maps despite all effects having been disabled), but the great area design in particular has kept me motivated so far.
Thanks for the feedback!
The number of enemies is indeed finite, but some will respawn when you get to a new chapter (and new ones will appear). I found that the game already gets very easy if the player chooses to defeat every enemy they come across. But yeah, you may want to hold on to all the loot items you get. By the way, there will be a way to grind infinitely near the end of the game, but I won't spoil what that is.
I deliberately made money relatively scarce to encourage players to craft items instead of buying dozens of them at a time. Shouldn't be too bad though.
I used smaller maps in later dungeons (and areas) so there will be less (or no) lag, hopefully.
Glad to hear you like the area design! I like being creative with my maps and I always hope it shows!
I hope you'll keep enjoying my game, and thanks once again for the valuable feedback!