- Aug 10, 2020
What an incredible game!! I had so much fun with Nightshade, I love it just as much as Apathy. Writing was excellent, maps were so beautiful, gameplay was fun. Keep it up!!
Oh, no, it was definitely clear how to use the badges! I was just confused about why giving them like held items was an option- it feels a little weird to have "Give" and "Toss" be there if there's no real point to either of them.What do you mean by giving the badges to the Pokémon? That doesn't do anything. Were you just handing them over like held items? Or are you referring to the lore bit about how they're supposed to draw on the power of a trainer and their Pokémon?
Ohh, yeah, I wasn't considering soft resets lol. Honestly I'd say just leave it then, sounds like working around that would be too much effort for a small sidequest like that.With the Camo Kid, I know from experience with seeing people play AF that people will spam, even if there isn't a penalty system. (And just soft reset every time they guess wrong.) Originally, I was considering adding a sort of sin counter, where the rewards would change based on your number of wrong guesses. The final Camo kid would also judge you based on how many times you guess wrong. But, time this, jam that, yada' yada'. It also still incentivizes soft resetting. I might try integrating it into a post-judging update, though.
Oh, I personally think you shouldn't bother- an XP boost would incentive the player to fight them, which feels at odds with the role of protecting the park, and contradicts your goal of wanting them to be there as punishment. Just leave me to sulk about it on my own, haha,Yes, the point with overworld Pokémon is to punish the player. There are no trainer battles in the mines. I can look into making their EXP gain be boosted, or something along those lines. I've done it with games in the past, I just wasn't sure if it would play nice with the other ways I've changed EXP gain.
...You know, I just replayed the start and did every sidequest before the points, and it never did? I think I might have misremembered the "task complete" animation and thought they all gave points, haha.The animation should be turned off for all events before Park Points are introduced. What event showed them for you?
Ohhhh, I see! (I think I'd been misinterpreting her promises that she doesn't want to leave as like, trying to placate Boss rather than being genuine about it?) I really like that, I appreciate stories where paths that are usually seen as "not using potential" like staying home/staying with a career path are seen as perfectly valid ways to live a fulfilling life! (Which might sound kind like I'm flipflopping on my earlier stance, haha, but that was only because I had misinterpreted Giselle's feelings about her current state of life)There is never a threat of Giselle considering to change careers, but the people around her keep misinterpreting that. She finds the work boring, but it doesn't mean she wants to leave. Right from the get-go with the badges, she is hasty to reassure Boss that she doesn't want to leave. Giselle went to the lecture because she was interested in the mysterious topic, not because she was interested in changing careers. Directly after the events of the demonstration, when Yew talks to her about school after the lecture, she refuses. Both Boss and Yew misjudge the situation, thinking that Giselle wants to leave. In the case of Boss, he's wound up by paranoia, given his past with Yew. Giselle can't reason with him as a result. Yew, meanwhile, is just a bad judge of character. He thinks he's a lot smarter and perceptive than he actually is.
Aaaaah! Thank you for all the nice thoughts! Just to address some points:Hello! I played your game and had a lot of fun, so I figured I'd share some thoughts about it!
All in all, an incredibly beautiful game, like the flower it's named after! And while we're on that topic, can I commend you on the sheer genius of that name? I love the wordplay (Night Shade and nightshade), the amount of layers to it, the meaning behind the flower, and how every aspect ties so nicely into the main themes of your game.
There's a certain skillfulness (and beauty!) in the way this game is crafted, where the portrayal of "death" feels less like a horror movie and more like a peaceful sleep -- and yet, the unsettling undertones are still there. I think it's the way you make it feel grounded, from Giselle's view of Ghost-types as friends (the fact that Ghost-types are Pokémon like any other), to her mundane activities as Park Ranger, and her hilarious yet heartwarming interactions with her family and friends. Something that stood out to me was the usage of the crossword puzzle -- it's just a really creative way to reinforce certain important keywords without being too overtly in-the-face about it, and the image of Giselle and a girl in a lone classroom in a peaceful town completing a crossword is really sweet.
That being said, I do wish that the various sprinkles of foreshadowing can have a little more payoff, with Boss being the main culprit -- since the Serenity Scope shows that "he can't be trusted"; plus, there's the way he "crossed the line" at the very beginning of the game and there's supposed to be this terrible curse that's going to befall him because of that (that might or might not have something to do with Giratina). I'm glad he turned out to be just overprotective, because I've grown to love his character and I don't want him to be evil (or dead)... but something still feels a bit lacking. Of course, there's a high chance I'm misreading/misjudging things, and as the game progressed, it did become clearer to me that this is not a game with a too-convoluted plotline, despite the increase in tension (which I appreciate!)
I've never seen such masterful use of Gen 3 tiles! I could rave all day about how beautiful the falling petals are, how clever those footprints are in leading the player to hidden dens, and how each area of the park transitions so naturally in the area next to it, but one thing that really stood out to me were the indoors. (Public) indoor tilesets are so hard to find, and there're only so many ways to map a room... was what I thought at until I played this game! It's amazing how each house has its own unique layout, and how a single gate can have so many layouts (Marty -- and you by extension -- flexing those interior design skills!) But most of all, I love the amount of detail in those places, like the toys in the hospital and the goods on the shelves; it really makes the buildings feel complete.
My final team, should you need it for research purposes:
View attachment 3440
There was this segment in the summary on IVs and EVs... somehow, it seems that the way EVs are calculated in the game is different from the usual? I'm curious how it works. ><
It was fun being a Park Ranger, using the Serenity Scope to find hidden stuff (and man, were there loads of hidden stuff!), and accruing points for those sweet badges! I especially liked the variety of things you get to do (birdcalls, picking honey, etc.), and the variety in battle formats as well. The Triple Battles were surprisingly satisfying to beat, with moves like Masquerain's Air Cutter and Lycanroc's Rock Slide (and the family team-up at the end had me smiling the entire time)! Like others have already pointed out, the mines were pretty difficult to get through, mainly because I'm just fumbling around in the dark, and the fact that I got through it feels like a stroke of luck rather than me actually knowing what I was doing or where I was going. Some illumination would honestly be nice in this part ^^
Thank you so much for creating this game! Somehow, I took ≈9h to complete it, which was twice the stated time? But it was 9 hours of pure amazement and enjoyment. ^^
Can't find the download link for this.. can anyone help me out??