Klothscape is a small game development company founded in 2021 by two brothers. The tentative PC release date of our first game, the physics-based platforming adventure "Go Home, Mr. Fisk!", is in Q3 of 2021.
Hello. Switching active party members is done during rests, so whenever you either sleep in an inn or use a camping kit, you have the option to change your party.
Just got the demo earlier today, will be purchasing soon. Great project, really enjoying it. You may have gotten a lot of feedback already, but couple quick thoughts. First, I love the music and I think the menus with equipment are very clear to read/follow. I heard there were some snags with artist, but the art is endearing to me, so great job making it work. A few things I think would enhance the game would be a quest log/journal, little more tutorial (like difference of TP vs MP, how each one gets refilled, etc), explanation for status effects (like what does apathy do, does poison just do damage over time or does it impact stats, etc) and I personally would like to see a verbal note of what enemy attacked which character and for how much damage. It currently says "Scorpion A missed Frank, Frank took no damage" but I would like to see that message for when a character does take damage so I am not relying on just looking at the health bar (something like "Scorpion A hit Frank. Frank took 50 damage"). Great game overall, ya'll have something special here for sure. Sorry for the novel, but unable to leave a review on steam since i only have the demo and am only 60 minutes in.
Thanks for the feedback! I do think having an explanation for MP and TP is something I should incorporate, I completely overlooked it because how they work was so obvious to me personally and none of the few people who tested the game ever asked for it. I'll include that in the large patch I'm working on now. There is an explanation on ailments and buffs when you rest, and you can also ask for that information at Exterminator's Guilds. I think that's in the demo too, but I might be mistaken... I actually had the "scorpion hit Frank" messages in the game at one point, but due to how the engine works the text boxes caused little pauses, so I deleted them to improve the flow of battles. Quest journal was also something I was thinking of incorporating, but eventually decided on most quests giving the player an item that reminds them of what they were supposed to do, and having the quest givers repeat a reminder if you talk to them after you take on something instead. It's a bit of a weird system I admit, but at least all my testers said it works fine lol.
@@klothscape7576 once I learned how tp/mp worked, I really love that as a system! I haven’t rested yet, so it may be there. That makes sense that the hunters guild explains status effects but I don’t know if I woulda intuitively thought that (but most people might). I checked it out but not thoroughly enough (bought stuff, joined the guild, tried to make something on alchemy table), so that’s on me to not have discovered. Ahh. If those dialog boxes slow down the game/combat, then I feel yall made the right decision. I think it’s fair that quest items and quest givers act as the quest log. It’s a good throwback to early rpg days where there wasn’t much handholding, so that could be on me not being ready for it. Can’t wait to play more!
@@Rorshacked There are a lot of conscious old-fashioned design choices in the game, and lack of handholding is definitely one. I tried to make it so that the players can do anything in any order (as long as they are strong enough) while avoiding points where you might get stuck and not get where you need to go.
@@klothscape7576 Coming back to say that I bought the game (90 minutes played so far) and that the tutorial system is great in the actual game. The demo drops you in with a little less structure. The full game is great, I am having a ton of fun and all my little concerns are mostly non-issues or not even present in the full game. Great job!
@@Rorshacked Awesome, that's great to hear! I'm confident you will get even more into it once you get a bit further along, have fun. And consider leaving a review at some point, those help little games like this a lot with visibility,
Anyone figure out how to solve the murder mystery correctly? Is it linked to the Chanter or Font of Rage classes? I loved the game but couldn't figure out those 3 things before I beat it. Also, dying to know If there are multiple endings because I'm kind of feeling blah about the ending when I was really digging the game. Great old-school game!
The murder mystery is linked to the cleric party member, and it's one of the ways of unlocking Chanter. There are a few different ways the game can end that depend on what you have done during your playthrough, but in practical terms the ending you get only changes the ending text scroll. Thanks for playing, nice to hear you liked the game!