Hi there guys. I'd like to give some of my thoughts I had playing your game. Considering I did not play it to completion, among other reasons I don't want to give an official or proper "review" but just want to lay out my ideas and brainstorm.
Before I begin I'd like to preface with three things. First of all I'm a huge RPG fan and have played most of the classics and many of the nonclassics. I've probably passed 150 played, and over 50 completed in my life, so I have experience (ha ha ... kill me) and may judge harshly because of this.
Secondly, it seems this game was made for an event where the whole point was to create a game quickly, so again my criticism may be unwarranted or undeserved with those metrics in mind. I honestly don't enjoy the idea of such an event though, because quality > quantity but I digress.
Thirdly, with some very minor tweaks/patches I could see myself finishing your game and giving a more proper review. I'm excited to check out your future work also so please don't get too hung up or discouraged from my words.
That out of the way, let's talk about what I do and don't like about this game - Oblivion Quest.
Right out the gate I'm dropped into this azure/redish orange forest maze with no exposition or explanation. I wonder around a bit and encounter some enemies. I discover this is an ATB game which is fine, but in my opinion there needs to be battle speed options or the speed of battle increased atleast 25% because waiting for commands just makes for bad pacing and slow/boring battles.
Next thing I really noticed was the abundance of potions. Often times I would get two per battle and only need to use one, effectively gaining potions from just battling. I don't know if this was intended. Eventually after I hit level 3 or 4 I didn't even need potions at all barely after receiving the equipment upgrades in the area.
I do like how the first boss and I'm assuming tons of subsequent bosses defends a lot. It actually is good strategy to defend when he is defending on your turn and vice versa making the defend command useful to some small degree.
I found it bizarre how I had no access to save points beyond progressing to the next area, I did not like this decision. In the next zone it seemed like a hub sort of area at first and I received my second party member. I quickly found out I did not possess enough keys to open all of the doors and realized only through trial and error (coupled with the annoying save system) could i find out the contents of the boxes and make my choice before moving forward. I also accidentally proceeded after killing the second boss before returning to rest at the inn area. I tried to return but the screen with the cerberus looking beast whom you (enter? and are inside of im guessing for the next dungeon) did not allow me to return to the prior screen which again frustrated me because I had to do the entire lava/fire dungeon zone without any MP whatsoever.
It was after this area I noticed I had a ton of GP and no shops in sight, which again seemed bizarre to me because I now had three party members and the only thing I could spend money on was the inn. (which I couldn't backtrack towards)
In the area with Hecks the mage (by the way the third mage I received which again was odd because I only had 1 melee fighter) I noticed the same trend with the inn and doors with limited keys. I made sure to heal after the boss this time before proceeding to the next forest zone.
I'm gonna just sum up now because honestly I only made it to the end of the green forest after getting Hecks before I decided to uninstall and write this post.
What I like:
1) NES style graphics and sprites are nice + nostalgic
2) The few songs I heard were good (although the obvious SMT battle theme really bothered me, for some reason the Zelda jingle didn't though)
3) Decent character portraits and I'm sure humourous banter later in the game, from what little I saw
What I didn't like:
1) Even though you reduced encounters apparently, I still found the rate too high and the item drops too high, making the battles easy and frequent
2) No native xbox controller support? question mark because I'm not positive. I had to use my ps3 controller
3) 3/4 party members were mages? in a game where ethers are kind of weak and inns are a guessing game for when the next one is? (I do see the potential abuse of MP share/absorb with Hecks though) I tended to save MP due to this which hurt the pacing a lot, between the slow battles from the ATB and low melee dmg of the mages
4) Dungeons wrapped around in on themselves. Personal preference rather than a negative, I just don't prefer that sort of design, because it disorients the player if they're trying to get all the treasure before proceeding.
5) Speaking of treasure, lots of chests but most were antidotes or potions. I prefer less chests with more importance tbh.
I hope you continue to work on this game and/or future games. I'll keep an eye out. I'm sorry if this comes across as overly critical on a game completed so quickly, but I don't know how else to critique besides on the same scale as any game.
Cheers.