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"I will die, and so will you; that is the one
and only destiny we all share. If my goals
are my own to decide, then I choose to
die for in what I believe, even if those
efforts are wasted. If I don't allow myself
that privilege... then why live at all?"


Those words would become her guiding spirit, even if they were spoken by a friend who would betray her own resolve. She was a black sheep in a ravaged world, a mortal gifted with the power to rebel; a damnable omen in the eyes of humanity. She was a Goatchild, one of many; but through her trials, she would claim that title as her very own name—a name representing the woman who spurred a forlorn rebellion against the scourge responsible for her own creation, her only true purpose to make her message known—a life of volition is something worth dying for, even for a dream never to be made a reality.

Goatchild: Nightmare is a prelude (some might call it a glorified demo) to the upcoming Goatchild: Advent of Vantelieth, primarily meant to showcase the game's WIP battle system. Play as Goatchild in her struggle to escape a foreboding nightmare and continue on her journey by surviving against heralding foes inspired by her own past.

Gameplay Features:
  • A 100% original battle system designed for fast-paced action and numerous options in dealing with your enemies. Goatchild: Nightmare allows players to teleport around the environment at their leisure as they confront quick enemies face-to-face or with a selection of firearms, each unique in their own way, which can freely be switched on the fly. Hardcore gamers will enjoy the addition of advanced mechanics such as parrying and just-frame actions that are tricky to consistently perform, but by no means a necessity


  • Four challenging bosses


  • Three difficulty levels, offering a bit of replayability despite the game's brevity


  • A profound atmosphere made possible with carefully woven graphical effects

Latest Blog

Thought I was dead? Patch 1.4 released!

First and foremost, my apologies for taking so long to update the game as promised (was occupied with life, writing a novel, other projects, yada yada). Nevertheless, I'm happy to announce that patch 1.4 has finally been released and comes with a TON of changes to hopefully improve combat as well as the control scheme (still a WIP; suggestions are encouraged, as always)! The changes are as follows:

HUD:

- The Boss Gauge featured in Advent of Vantelieth has been fully implemented.

- Icons indicating certain status effects have been added.

- HP Gauge will now turn white to indicate when Panic Mode cannot be used.

Controls:

- The player can now choose between Classic Movement and the movement type featured in Advent of Vantelieth, referred to as Custom Movement. With Custom Movement, pressing the directional key opposite of the direction of the player-controlled character will cause the character to move back without changing direction unless standing directly in front of an obstacle, in which case the character will face the obstacle.

- The A key is no longer used for backstepping; it is reserved for magic instead. This means that teleporting backwards is not possible with Classic Movement enabled; keep this in mind.

- Magic is no longer mapped to the Meditation key + directional button.

- Teleporting counter-clockwise while holding a firearm is now possible with the A key.

Firearms:

- All firearms receive a 25% damage bonus when fatigue bar is empty. Adversely, damage is halved when fatigue bar is above 70%.

- The speed of both Meteor Dragon and Rancid Pain has been increased.

- Meteor Dragon will auto-guard all frontal attacks for a brief moment during recovery.

- The damage of Meteor Dragon's special attack has been greatly increased.

- The range of Meteor Dragon has been slightly increased.

- All weapon special attacks are now affected by Panic Mode's speed bonus.

Knife:

- The knife now receives a 50% damage bonus when fatigue bar is empty.

- It is now possible to teleport either clockwise or counter-clockwise while swinging the knife by pressing either right or left respectively.

Panic Mode:

- Movement speed bonus while in Panic Mode has been slightly increased.

New Abilities:

- New Teleport Mechanic: Flicker
Allows the player to evade all attacks on the spot by timely pressing (or mashing) the D key OR the Meditation key.

- New Teleport Mechanic: Swap Places
Allows the player to swap places with an enemy facing them and maneuver behind them by pressing the interaction key.

- New Spell: Fortitudinous Flame
Immediately after casting, renders player immune to all forms of knockback. After five "ticks" (indicated by an animation), causes an explosion which repels all enemies within a short radius from player and renders player invincible for roughly three seconds (less than one second if fatigue bar is over half full).

- New Spell: Flame Pulse
Deals damage to all enemies within a short radius from player, renders player briefly invincible, and absorbs all damage that would have been sustained from enemy attacks, adding it to the player's damage for roughly six seconds. Proper timing completely resets fatigue bar. Multiple attacks can be absorbed.

- New Spell: Ensnaring Flame
Stuns all enemies in range for a long period of time. Can flicker while charging to avoid attacks.

Enemy Adjustments:

- Flame Stream no longer triggers the effect of Regnal's barrier.

- Opposing an enemy's breath attack with Flame Stream will render the player immune to its damage.

Fatigue Bar:

- The Fatigue Bar heavily influences the damage of all spells.

- The player will sustain double damage if the Fatigue Bar is over 70% full.

Changes No One Cares About:

- Fixed a typo where Blood Cerberus was misspelled as "Blook Cerberus."

- Goatchild's voice has been changed so as to no longer be identical to Cygna's.

- Lightning Dash now produces blue lightning as opposed to yellow.


Please refer to the updated manual for the new controls. While I DID say I would stop supporting the game following this update, I realize I still have many changes left to make and possibly even more skills to add, so I'll likely continue updating this game until I can fully implement the battle system in Advent of Vantelieth, since feedback is so important and such.
  • Completed
  • ExodusTribute
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  • 12/25/2015 03:31 AM
  • 03/03/2019 04:14 AM
  • 12/24/2015
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Posts

Pages: 1
Frogge
"nothing can beat the power of gay"?
11122
Looks so great <3 Gotta lp this as soon as the download is added *w*
author=Frogge
Looks so great <3 Gotta lp this as soon as the download is added *w*


You found me! :o
Frogge
"nothing can beat the power of gay"?
11122
author=ExodusTribute
author=Frogge
Looks so great <3 Gotta lp this as soon as the download is added *w*
You found me! :o

Hah I'm a more active member of rpgmaker.net than I am at deviantart, and I check games almost daily, so was not really suprised to find this here :3
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
I get most of my recommends from Frogge. And I pass them along to others too, although I think most of them don't actually play the games since I've had poor luck discussing them.

It's nice how the internet gives independent developers a fighting chance and not just oodles of weird porn.

Anyway, have to say that I absolutely love your tiles and use. I'm trying to pull off a similar "shrouded" atmosphere too (colour overlays are awesome useful, eh?). So I can see I'm in for, at least, a great learning experience and at best an awesome prelude game.
Frogge
"nothing can beat the power of gay"?
11122
author=Dragnfly
It's nice how the internet gives independent developers a fighting chance and not just oodles of weird porn.

I hate porn. I HATE IT SO MUCH. Exceptwhenitispornofsansfromundertalebecauseinthatcaseiloveporn.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
I just meant it's nice that the internet gives us such uses now as people having a chance to spread their games around.

I only got to play it for a bit so I'll add other observations later.

1) All dialogue being auto-timed is a bad idea. People read at different speeds and can be sidetracked by things while playing, like the phone or whatnot.

2) Explaining the control scheme should be mandatory. My first two times through I didn't learn the controls because I didn't talk to the first wisp twice (and if he said to talk to him again, I missed it while sidetracked). So I just hammered keys to see what did what.

3) Kudos on the craziest action combat system I've ever seen in RM. You took A Punishment for Mai and jacked it up to Guilty Gear. That's 50% insane and 200% impressive. The drawback though is that just remembering all the controls and hold keys was pretty rough and very hard on the hands. I'll try mapping it to a controller later and see how that goes. Either way, when mastered and if the timing actually works (my biggest experience-based fear) it's likely one hell of a system. Expect a lot of people complaining about their attacks not landing or getting action-stopped by the enemy or other events. I was fussing with getting a handle on the controls so I'm unsure if that was responsible for any of my many, many, many deaths. I still swear I never once fired my gun though:(

The good:
1) Nice tiles.
2) Very interesting setting.
3) herself is pretty cool-looking. I hope somebody does character art of her. I'm a sucker for multi-coloured hair:)
4) Very good sound and music.
author=Dragnfly
I just meant it's nice that the internet gives us such uses now as people having a chance to spread their games around.

I only got to play it for a bit so I'll add other observations later.

1) All dialogue being auto-timed is a bad idea. People read at different speeds and can be sidetracked by things while playing, like the phone or whatnot.

2) Explaining the control scheme should be mandatory. My first two times through I didn't learn the controls because I didn't talk to the first wisp twice (and if he said to talk to him again, I missed it while sidetracked). So I just hammered keys to see what did what.

3) Kudos on the craziest action combat system I've ever seen in RM. You took A Punishment for Mai and jacked it up to Guilty Gear. That's 50% insane and 200% impressive. The drawback though is that just remembering all the controls and hold keys was pretty rough and very hard on the hands. I'll try mapping it to a controller later and see how that goes. Either way, when mastered and if the timing actually works (my biggest experience-based fear) it's likely one hell of a system. Expect a lot of people complaining about their attacks not landing or getting action-stopped by the enemy or other events. I was fussing with getting a handle on the controls so I'm unsure if that was responsible for any of my many, many, many deaths. I still swear I never once fired my gun though:(

The good:
1) Nice tiles.
2) Very interesting setting.
3) Mai herself is pretty cool-looking. I hope somebody does character art of her. I'm a sucker for multi-coloured hair:)
4) Very good sound and music.

Ah, yes, you do have a point on the auto-dialogue. o.o Thankfully there's not much
dialogue here, so that'll be very easy to fix for this game. I'll probably just implement it as an option in the full game.

The control scheme, as it is, takes a LOT of getting to; it's one of the
things I had the most trouble with during development, given the sheer number of implemented and planned actions (I got lazy when explaining the controls with the
wisp, so I actually missed a few minor details. >->). I'm definitely open for suggestions on how to better optimize the controls, should you come up with any.

I'll probably post a small guide on the controls shortly.

Edit: But regarding the battle system itself, it's actually quite old and extensively tested despite being incomplete. I swear on my soul that it works 100% as intended. That said, it's perfectly natural to die so many times getting the hang of it :p
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
Token long post warning

I got to play more and the experience was an ebb and flow of tense/fun and frustrating. I think that's about where it likely always will be, which isn't really bad. The only way I can think of to cut out frustration is to cut back on play options and I'm not really sold on that being the best solution. More players will need to chime in with their impressions. for my opinion to change.

author=ExodusTribute
auto-dialogue
...
The control scheme, as it is, takes a LOT of getting to;
...
That said, it's perfectly natural to die so many times getting the hang of it :p

I'm fine with dying to learn so long as A) the death was fair and B) I can learn something from it. (note that I feel differently about this with puzzle or adventure games).

As for the dialogue, I'm all for options and toggles. My ideal options menu is, like, 6 pages long. So yeah I'm totally in favour of adding features to go auto or not. Just don't make auto the default because that will cause people to potentially miss stuff.

Disclaimer: I don't know the scripts your using so some of my control advice might just be pointless.

I've fussed with control schemes before (usually in my case they work great on a Sony-style controller but don't translate to keyboard at all) and from experience the first thing to do is prioritize what keys the player will use the most, will use closest together or simultaneously, and if there are any functions the player will just never use.

I played Minecraft on a friend's computer not long ago and his setup had the key to crouch so you don't fall off ledges be right next to the key to throw your maximum enchanted diamond pickaxe into the lava. So some control schemes just won't please everybody. Some people play really weird for reasons ranging from elitism to medical. Just try and please the most people.

Shift = Run, despite being an RM staple doesn't seem all that useful when you can just teleport. Likewise, D+arrows for turning was something I never bothered with. In the heat of battle stepping in the direction is actually faster than moving your finger to D and turning and I was hardly ever in a situation where firing back and forth between an L position was better than just getting the heck out of there. Of course this is moot if turning is meant as an advanced tactic, but that sounds kind of sad. Turning = advanced. LOL.

I never even learned what meditating is for but unless it's function is instant I doubt it'll ever be usable in battle. RM action games suffer huge from having very little real estate. 17x13 tiles just isn't a lot of room, far less so if enemies can shoot like some of these can. The bull area has lots of room but the teleporting bulls essentially make the zone feel cramped. The flashlight area is large but the visibility is limited to your light so you can't afford a lot of sitting time. I'm not clear on what meditation does but it might be worth asking if it's something the player will really make use of.

What are the main buttons the player will use very often and need to access quickly? As I see it, Arrows, CTRL, S and W. Moving, reading your weapon, firing and teleporting. So one option is to make CTRL a toggle. Holding it down so much really hurt my hand after a while and I was rarely in a "shoot once and run" situation. Another possibility is to switch CTRL's functionality (togglable) to SHIFT if you can. Since Z isn't used in battle CTRL becomes an out-of-the-way key for RPG Maker players. You want the fingers to have to move as little as possible to do as much as is relevant.

Other stuff:
I'd label it more as a dark-themed action than horror (I see you have both going on so that's cool). I didn't feel endangered in the horror sense, likely because I can teleport and carry a bazillion guns, similar to how nobody found RE5 scary despite having horror themes. The battles are however very tense. The flashlight zone actually did give me a good startle, more on that later.

Getting knocked around is a problem and, likely due to the combat system, action cancel is by far the worst. Many times I was trapped in a crowd of imps and couldn't fire, repel or teleport out because their actions were superseding my button presses. Add to this the direction change when you get hit and it basically meant getting gooned = certain death. That's one of the more frustrating situations that can happen in a game (it's an insidious cousin to the stun lock), made far far worse due to you normally being able to teleport. When a player has a life-saving power they can't use it's depowering in a mental sense as well as literal.

As for getting turned around by enemies, that's another problem. I forget the name of the PSX game that I remember this most from but it was a life saver. Normally this is useful to give you a chance to run and return fire from a better spot but you can already teleport in reverse so all it ends up going is making the knife completely pointless as a weapon, with liabilities far greater than it's potential use, and making it very frustrating when you do get cornered (see the action cancel problem).

As said before I really like the setting, Goatchild herself and the dialogue with the bosses. The one at the northmost exit (the one with the warning) in particular was great. I always preferred stories of the journey of self. And kudos for having all those different sprites for her holding guns different ways. As somebody who's currently getting their arse handed to them with sprite-making, I give you an entire batch of alpaca-face cookies.

Regarding the guns, you should change it so that the F keys select them in the same order as the menu shows them, or change the menu order to properly reflect the F keys. I kept hitting F5 expecting my SMG because that's what the X menu shows is first. And for that matter why is there even an X menu since it didn't seem like selecting a gun there changed what you had equipped. Of course ignore this if the full version will see us getting the weapons gradually.

Regarding the Super Cerberus Bros fight, is there a touch event or enemy attack there that teleports the player? I could swear several times I was warped rather than the enemy warping to me. If so, then don't do that. Please don't do that. It's terribly frustrating and outright disorientating. If not, then there's some sort of problem because I swear it happened.

The majority of combat for me boiled down to "dance around the swarm and open up when you get a chance", which is similar to how I play most gun-based action games without cover and sniping anyway so it when it wasn't frustrating it was loads of fun.

Likely my favourite moment was when I was in the flashlight zone.
I'd taken out a lot of imps and was wondering if I was missing something because they seemed endless. I was making broad dashing square patterns along the edges of the map when suddenly whatever I was hitting with my SMG was making a different noise. I thought it was just me and the imps in there. I don't even know how it killed me but
that was pretty awesome.

Anyway, I hope some of this helps and it'd be great if others chimed in with their ideas and impressions.
author=Dragnfly
Disclaimer: I don't know the scripts your using so some of my control advice might just be pointless.
Thankfully all of the controls are connected to my own scripts, so it's very easy to make changes, such as...

author=Dragnfly
one option is to make CTRL a toggle.
Done. This will delay the next release since I need to do further testing, but I think it's worth it. Since my own CTRL key is much easier to reach than SHIFT, I'd suppose it would depend on what keyboard you're using, but this should serve as a good compromise. Edit: After testing, this kind of feels less responsive, so I might look to making it another option.

author=Dragnfly
I never even learned what meditating is for but unless it's function is instant I doubt it'll ever be usable in battle.

Meditation slightly increases HP regeneration rate, but it's better to look at it as an action modifier (and I have other actions planned that will likely be mapped to the directional keys during meditation, such as magic).

author=Dragnfly
Getting knocked around is a problem and, likely due to the combat system, action cancel is by far the worst. Many times I was trapped in a crowd of imps and couldn't fire, repel or teleport out because their actions were superseding my button presses. Add to this the direction change when you get hit and it basically meant getting gooned = certain death.

Now this, I need help understanding. The player's actions cannot be interrupted in any way—in fact, for special weapon attacks (the only attacks that require charging), Goatchild will literally lock in place until the action has been performed, preventing her from being knocked back. All other actions (except the full knife combo) are instantaneous, so I'm not sure what you mean here. As for not being able to teleport out of it, that's only possible if the imps were perfectly aligned in rows of eight in every direction (which is also impossible, since not that many imps spawn). If nothing else works, you could use ALT + S to instantly knock them back.

As for the direction change, that is actually part of why the turning controls are important. The other reason is that, when using special firearm attacks, you want to be able to aim in the case the enemy were to, say, teleport behind you and out of your line of fire. If you didn't change direction to face the enemy that just attacked you, then that would make Paragon a lot more annoying. Basically, it's there to allow the player a chance to easily retaliate against or teleport behind an enemy that just attacked you, although it could be turned off when guarding, if that sounds like a good idea.

author=Dragnfly
Regarding the Super Cerberus Bros fight, is there a touch event or enemy attack there that teleports the player? I could swear several times I was warped rather than the enemy warping to me. If so, then don't do that. Please don't do that. It's terribly frustrating and outright disorientating. If not, then there's some sort of problem because I swear it happened.

I forgot to mention it, but that's actually one of their skills; you can tell that they're about to use it when they stop and do a casting animation similar to Goatchild's special attacks. The teleportation can be prevented by either guarding or getting closer to them (the general rule is that enemies will become much more desperate when the player is far away). Aside from that, it's actually rather easy to use it against them with good timing, my favorite way of doing so being to prepare the magnum's special as soon as I see them preparing to teleport me, effectively greeting them with a powerful blast to the face the instant I appear in front of them and denying them a chance to counter.

author=Dragnfly
Regarding the guns, you should change it so that the F keys select them in the same order as the menu shows them, or change the menu order to properly reflect the F keys.
And... done.

author=Dragnfly
Shift = Run, despite being an RM staple doesn't seem all that useful when you can just teleport.
I was worried that players would complain if I was to exclude it since teleporting isn't always a good idea, but I could always use it for something else if my concerns were indeed unwarranted (and there is always Panic Mode, I suppose).

I think that covers everything. Please let me know if I missed something. ^_^

A couple of questions:
  • Because you are unaware of what scripts I'm using, then that must mean you haven't finished the game yet; but have you beaten any of the bosses? If not, which one are you gunning for?

  • What is your preferred weapon and why? I need to know if the weapons are well balanced, so knowing this would help greatly. Also, do you have any ideas for a fifth firearm? (I still have room for one more)

author=Dragnfly
it'd be great if others chimed in with their ideas and impressions

Seconded. I need to know that my changes are satisfactory to the majority of players and that I'm not just screwing everything up by mistake. (I'm actually surprised no one commented just to brag about easily dominating some of the bosses yet >->)
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
It'll be a while until I can play again seriously but I'll give it another go when I can.

Yeah, when players give you input it's always from a smaller viewpoint than you have so sometimes we make redundant suggestions. Sorry about that. So in regards to D I can see it's merits now that you mention them. I just wasn't using it right.

For the record I can offer no input on scripts themselves just because I actually have no bloody clue how to do them. I have a 2-day crash course in quickbasic from about 1994. I mean, I can put them in projects, call them when needed and change whatever parameters the dev meant to be changed but when it comes to what's possible or not and what effect changing X or Y will do, sadly I'm useless.

When I can play again I'm headhunting for the thing in the flashlight area just for revenge. The bosses all killed me a lot but that one was the only one to surprise kill me. I cleared out what I guess was the practice area (imps in the city streets with no boss). Actually, I kind of have a fun vendetta with all the bosses now. The bulls are going down because I found teleporting bulls to be hilarious for some reason. The guy up top is going down because I want Goatchild to slay a dragon. The Super Cerberus Bros are getting Round 2 now that I know how their tractor beam attack works. Does that thing have a range limit? Meaning can they do it while offscreen and I can't see them casting?

I mainly used the SMG and magnum. This is actually a common thing for me. My primary play style for action games is usually sniper. Since there's no sniping I went to secondary. And I'm kind of glad you left out the sniper rifle go-to because Goatchild herself doesn't seem like the sniper type. LOL snipers can't wear a bikini top and torn black tights. That'd just be silly. =^.^= ... But seriously, she just doesn't seem the type.

For secondary I have two main likes which both revolve around my "safe" play style. I tend to fight from the greatest distance possible whenever possible.
A) Seeing an HP bar drain rapidly just fills me with glee. Its like the souls of your enemies are flying away. So the SMG saw a lot of use.
B) There's something fun about pulling the trigger in a game, hearing a huge BAM or woosh and the guy in your sights is most likely 9 different levels of dead. This likely closely relates to my love of sniping. So the Magnum saw use. I didn't go with shotty due likely to a subconscious (and flawed) perception of short range. Mind you I did get use out of the shotgun, just far less than the magnum or smg. I didn't really use the pistol at all so no comment on that. These guns have great names, BTW. I like power metal so I love names like that. Playing next week at the TCU: all the way from Europe: METEOR DRAGON! With opening performances by BC-based Rancid Pain and PEI-based celtic metal band Fairheart.

Something I forgot to write in the last post- When you talk to tutorial wisp and then you cancel out, he tells you about the guns. Is that supposed to be a dialogue option instead? Unsure if it's a mistake or not.

I know this is a long way off but for your final, full version of Goatchild (not just the prelude) is it mainly going to be arena combat like here or will you be encountering normal enemies in dungeons more often than fighting bosses? Because this effects the how versatile the player will have to get with guns, knife and magic.
Hehe, my style is completely opposite from yours in that I like to go Rambo with the knife and parry attacks like crazy, just because I think it looks cool (as you can see in my Cerberus Twins Demonstration, but that mostly worked against me there. On that note, the tractor beam has infinite range, but it also has an audio cue in the case you can't see either of the twins). But that's a good thing since I designed the game to welcome many different playstyles, even if some approaches might not be as effective as others.

Ironically, the full version of Goatchild will most likely focus on atmospheric exploration and story, rarely featuring battles like in this game (the full game even has stealth mechanics). The complexity of the battle system is mostly just for the boss battles; since much of the game will involve navigating cramped corridors and such, I think normal enemies will require much less effort to dispatch, but the options will always be there for those who are in the mood for overkill.

I want to tell you that the tutorial wisp was just bugged... but the truth is that I was just too lazy to include another option. >->

On a slightly unrelated note, your interest in the game's setting/characters is much appreciated. This game was actually inspired by and originally made to promote a novel that I happen to be working on. I have actually posted a story that takes place hundreds of years after Goatchild's story, but you couldn't tell how that was somehow related unless I pointed it out.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
I'm a big fan of solitude in settings like this. Whether it's literally a last-man-on-earth story or just a person dealing with their own crap. A person on a quest of self in a world untouched by humanity but forged by something far different. And that's the vibe I got here from the writing and imagery.

It's likely why I was so drawn in by games like Htol#NiQ and Shadow of the Colossus.

... and yet only one of my projects involves anything like that. LOL.
shayoko
We do not condone harassing other members by PM.
515
i shamefully admit this game is too hardcore for me :3 i cant beat 2 of the bosses on easy XD so i give up! :D

Overall
Definitely worth a shot if you want a challenging rpg that doesn't revolve around grinding
author=shayoko
i shamefully admit this game is too hardcore for me :3 i cant beat 2 of the bosses on easy XD so i give up! :D


The key to beating Paragon is not to stray too far in front of him (assuming you can't just-guard his rush attack). Since you've beaten the Prowlers and Cerberus Twins, you're only one boss away from gaining permanent Panic Mode against Regnal and making that fight almost trivial. Keep trying!
Looks like I forgot to update the wisp as of the latest update... Please refer to the Controls and Tips page for the newer controls and abilities.
Seriously... Wow... It's like you tried to put a TPS on a rpgmaker. The problem is that the dificulty is mixed with restricted controls, it's like trying to play Dark Souls on PC with a laptop mouse pad. On the same note, i do play Dark Souls on keyboard, and it's impossible for me to use strong attacks without being extremely vulnerable (try pressing shift+ctrl+W+A at same time without being able to miss).

I believe any problem regarding difficulty and control frustration should be solved with a joystick compatibility, BUT, i have no idea if it works on rpgmaker or how much work it would be needed, i am, after all, only a noob speaking what comes to mind.

Otherwise, the game is promising, the dark atmosphere is awesome, it goes perfectly with the heroine's fighting style. I can't really pinpoint it, but the game has something that makes you try harder, and it's rare. If this really is just a demo, please finish the game, if well polished, it can be a masterpiece used as reference. If you are not confident about scripts or artwork or whatever, you can always use social media or even go to universities' clubs and ask for help.
Advent of Vantelieth now has its own profile: https://rpgmaker.net/games/9355/

Just a reminder that I won't abandon this game until I have released one final update, which should roll sometime after the release of Advent of Vantelieth's first chapter and before the second.
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