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Thank you for your feedback, it's very interesting and we are working on an update on the demo so we will definitly take it for consideration!
Reguarding your questions:
- in the final game, you won't choose a character in the begining, they will eventually all join the party at somepoint and you'll end up having the 6 of them. Sometimes the party will split (like in ff6) and you'll have to choose the order you play some chapters, but in the end is follow the main story in a linear way.
- for now we don't plan to add a map, but we are thinking about it.
- You don't have to play the first game to understand this one, but you'll see easter egg everywhere (as it's the same world which evolved a lot). All the important stuff linked to the first game will be explained.
Thanks for the wishlist!
- The new version of the altar puzzle is better.
Pushing statues is intuitive.
I think one problem of the old version was that we learned before: blinking star means press button (e.g. to read a book or pick up item) while statue or pillar can be pushed. pushing blinking star makes no sense.
I think the key word is affordance: You look at an object and you have an idea what you can do with it.
- Thank you for the new boss.
- I think the bosses are good for testing if the players understand the basic concepts of the game (block projectiles and use magic in one case, switching characters during battle in the other). I think this is a good principle: Its easy when you know what you are doing, the hard part is to find out what you should do.
This demo is easy, but with more characters and more spells you can make some interesting puzzles.
-saving should either be have separate columns for separate routes, or automatically go to the last save slot you used. i just was playing the other route and accidentally saved over the mylene which annoyed me and i quit.
-local area maps of some kind?