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PixelSlop

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A member registered Nov 25, 2020 · View creator page →

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Thanks for playing! Your feedback is actually very useful! Yes, I suppose what I'm aiming for is more of a "soul-like" kind of game, with very little hand-holding, players have to discover most of what the game's world has to offer. That being said, I suppose can offer a bit more guidance from the start on some points to encourage exploration. As for the interface, I thought the UI was fairly intuitive consodering that pretty much everything is on-screen, but yes, I will explaing it in-game too. Probably add the message to equip and use items once you get the sword. Thanks again!

Hi fellow RPG Maker dev!

As you can tell from my own games, I'm a sucker for pixel art, so your game was right up my alley, and it didn't disappoint! Old school RPG fun with great graphics and music + modern QoL options, what else could one ask for? The story is also great and intriguing, makes you want to know more. I love how it seems fairly at first, but then... (no, won't spoil anything here!) Special mention the boss battle music! <3

Keep up the great work!

Oh my god I'm so bad at this game, died 3 times in about 30 minutes ^^; Which doesn't mean I don't like it, it is actually quite addictive! First, I love pixel art so graphics are great to me. So is the music, gives a nice dark atmosphere.

A few things though:

A bit more instructions from start wouldn't go amiss to get familiar with the UI and controls.

Controls: I understand the need to the delay the player's move to allow for turning in place, but the stuttering/jittering gets a bit distracting when moving around normally. Would there be any way to ease on that?

Also, it is a nitpick, but would there be a way for the tile/frame that follows the player to actually be below the sprite instead of above?

Some bugs I encountered: Playing in English, the message about receiving damage is in Spanish (recibe daño).

Currency is called "Novatis"? But when you die (and it happened to me a few times xD) it says you've lost "Crystals" instead.

Overall good game, keep up the work!

Oh indeed, nice! Funny thing music can actually be heard better on mobile, not even at max volume. Not sure why it wasn’t like this on my computer. Thanks!

Very nice and chill game! Graphics are very smooth for the eyes. I love the economy of gathering different materials to unlock various tools and all the various activities.

Just some mini mini nitpicks:

* Sometimes it seems like graphics are overlapping each other, either the player with the environements or various objects (like the tree shadow and the pots).

* The music is so so low it was even had for me to tell if it was on or not (at least there's a visual cue in the inn).

One more thing: I think maybe I stumbled upon a secret or debug area with various benefits, but I didn't have the proper currency. I won't say where though, maybe you want to keep it a secret? ;)

Overall thanks for making this game, a mobile version would be perfect!

Very nice and chill game! Graphics are very smooth for the eyes. I love the economy of gathering different materials to unlock various tools and all the various activities.

Just some mini mini nitpicks:

* Sometimes it seems like graphics are overlapping each other, either the player with the environements or various objects (like the tree shadow and the pots).

* The music is so so low it was even had for me to tell if it was on or not (at least there's a visual cue in the inn).

One more thing: I think maybe I stumbled upon a secret or debug area with various benefits, but I didn't have the proper currency. I won't say where though, maybe you want to keep it a secret? ;)

Overall thanks for making this game, a mobile version would be perfect!

Thanks a lot for playing and for your detailed feedback! Stats are increased by farming and planting beans in your home once you’ve retrieved the hoe, the old man in town tells you where it is. You can talk to the shopkeeper and mage across the table.

Hi and thanks for playing! I’m sorry you had such a bad experience. Besides finding the sword, did you actually have it equipped from the items window on the right? Either by clicking on it with the mouse or using the right stick of your controller. All the controls should be on the game’s page description. Let me know, else it is a bug and I need to look into it.

Thanks so much for playing and for your feedback! I’m afraid this is beyond my knowledge and I don’t think it’s even feasible in the RPG Maker engine unfortunately as it’s fairly limited T-T But I will look into it once I abandon my 56926th project!

Thank you very much for taking the time to try it and for your comments, sorry to hear you didn't get past the second level ^^; Yeah I liked the little character too, it's fairly basic but you get to like it and feel sorry for them being rocked back and forth eventually xD

Hey, thanks so much for your feedback! Glad you got back to it to finish the last level! Indeed it would be fun on mobile, especially with gyroscope functions, but I don't know I'll have the required knowledge for that. Will deffo look into it though!

Thank you so much for playing it and for your feedback! If you have time, can you elaborate a bit more on "2d physics based"? Sounds like an interesting idea!

Ha ha, thanks so much, I'm glad you liked the concept! ^^

Thanks so much for playing and streaming! I see that the final level gave you a bit of a hard time ^^; Will look into adding mouse control, I was thinking at first that it might be a bit of a pain switching back and forth from one side of the screen to the other with the mouse cursor, but it could actually work in conjunction with the directional buttons, so that may be an option. Thanks again!

Thank you for playing, glad you enjoyed it! Very useful feedback too! ^^

Thanks a lot for playing and for your feedback! I've just uploaded a new version adressing some what you listed, namely the volume and the intro text not reappearing upon retry. As for the tilting controls, I understand it needs some getting used to control it, I'll see if I get more feedback about this in the future. Thanks again!

Thank you very much Az! ☺️

Thanks so much for playing it and for the nice comment!

Thank you very much for playing and for the feedback!

Hard but good! It does get frustrating at times but it always makes you want to get back for more. Great entry!

Thank you very much trying it and for the nice comments! ^_^

Thanks for trying it! Yeah I didn’t have much time to polish the music unfortunately ^^; but glad you enjoyed it nonetheless!

Oh… sorry to hear that ^^;  I hope you can get past it, it’s not too hard with a bit of practice! Thanks a lot for giving it a chance and for the feedback!

Thank you very much for giving it a try! Glad you liked it :)

Thank you so much for playing!

Thank you! :D yes, that way players who just want to enjoy exploring and battles without worrying about TP can do so ^^

Oooh I see, sorry I misunderstood, I thought it was more the running back and forth to the crystals that was an issue. Actually you're not the first one to mention this, and I did have a version with an easy mode of sorts at some point where you could choose to play without the TP system at all from the beginning. I scrapped the easy mode after making some other adjustments, but I think I will reinstate it for players who would rather explore and battle without having to worry about this. But the TP system will be still available for players who want more of a challenge by adding an extra layer of strategy and resource management. That being said, it gave me other ideas and the ability to call the crystal menu from anywhere as well as to fast-travel WILL definitely be in in some other form at a later point in the game (maybe not in the demo though). Thanks again! ^^

Thanks for playing it again and sorry you don't like the music! ^^;

Thanks for playing it and for your feedback! Based on similar comments I got and after seeing a few gameplay videos, I agree: having the player run back and forth to the crystals can be a bit of a pain and prevent proper immersion and exploration. So I've decided to make it so you can call the God S menu at the push of a button from anywhere. The crystals will be recycled as fast-travel points instead. I'll try it and see if it helps. Thanks again!

Thanks for playing! I see you’ve been upgrading Strength all the way but increasing Magic power can also be beneficial against monsters that are more resistant to physical attacks like the crabs. Also by exploring the plains you could find some items to recover Turn Points and save your Shards of Light to purchase upgrades! ^^

Thanks for your continued support and encouraging comments Az! ^^

Thank you very much Az!! Yeah it was just a small detail but I found it useful! ^^

Thanks a lot Az! 😊

Thank you so much! <3

Thanks so much for trying it!! Glad you had fun! :) sure feedback is always welcome! Either via DM on twitter or discord, or mail: pixel.slop@gmail.com  whichever is easier for you really! Thanks again! ^^

When I first played the first version of the demo in the previous feedback quest, at first I thought the game was only based on exploration, as you'd get to battle muuuch later. Then I tried an updated version where there was two modes, exploration and battle, and honestly, separating both didn't really convince me. But now, you've found the right balance, well done! It's much faster to get to the first battles as you don't get so side-tracked.

Just as previosuly, I love the art, sound, atmosphere (or atmosfear?) and the story just want to make you know more, what happened to the humans, etc. Oh also playing fully with a controller is absolutely great as far as I'm concerned!

That being said, as mentioned below, maybe introducing combat earlier, in a more basic version, would be ideal, so the shift doesn't feel so sudden. But well, who am I to talk when I have turn-based battles ONLY for the main antagonist in Nobody's Quest xD.

Anyways, great job as always!

I managed to find the English option, so that helped a bit! Although not everything is translated, some of which kinda poorly so it's a bit hard to understand. And some texts spill out of boxes. So even though there IS an English option, it's still a bit hard to figure out what to do, or to just understand the basic gameplay. Which is a shame, because it looks like there is a LOT of potential. I managed to go the village to buy stuff and go to the jungle (moving around the map with WASD, and the rest is done with the mouse).

Once in the jungle, I got into battle, which is deck-based, and honestly I didn't really know what I was doing, or where I had to click based on the different cards I got in the deck (some defense upgrades, some attack, some monsters fighting for me...), but somehow I managed to win the battle! So, yeah... it's really frutrating because it seems there is a lot of depth, but it's hard to understand.

Then I just love the art and music, which makes it all even more frustrating! ^^; All the various cards, sprites etc. are very well done. Oh and that world map too, it's gorgeous!

So hopefully we'll get a full English release to try someday! Nice work so far!

I had fun! And I'm saying this when it really isn't the kind of game I usually play, but I managed to get the controls right very quickly (played with a controller), and got pretty far! Even managed to defeat the Chaos Knight, which is no small feat for me seeing how I suck at action games! xD

I like the diversity of enemies and how most of them require a specific strategy.

Art and music are also very well done. Just one very minor thing, when falling over from a platform, sometimes the  character remained in the jumping frame, so it was odd see the shadow... not really sure how to explain it ^^; But it only happened one or twice.

Very nice work so far!

I was really lost at first... Didn't know what to do, and the game gives very little in terms of hints. I very slowly began to understand how things go, I eventually did little by little, but I still struggled quite a bit. It's also because I'm not too used to this kind of games. A bit more of a tutorial or hints given to the player would help getting the hang of the game, so that the fun can start!

Controls are very easy to get and responsive.

Art is nicely done, stylized and simplistic, in a good way!

Hard to rate sound as there isn't much in the game.

Keep up the great work!

A very original kind of simulator for sure!


I like the idea of training each recruit in a specialized field so you can really taylor your experience. Unfortunately I kinda messed up from the start so it was hard to recover afterwards, but it was my bad I guess. ^^; One of my guys was low on Stamina and I didn't know how to recover it.

I also really liked how the game keeps opening up, giving you more options as you go, whether it be open new training grounds, take part in competitions and missions, etc.

The pixel art is simple yet effective. Even with such tiny sprites you can tell what they're doing (exercises and such), so it's perfect.

Maybe adding a bit of backround military music would add to the overall experience. Maybe not at all times, but it could like... come and go, without being overly loud, like a fanfare playing in the background, rehearsing far from the training ground?

Overall a pretty solid demo, well done!