Yes alternate arts! All males with unbelievable big balls, and the girl clothed in 3 layers of cloth. (and no I'm not gay, just wanting to show how redicolous it is, if you turn sexes around, and maybe makes these sexists rethink what they are doing)
sgtdroopy, it makes a lot of sense that yoshiros cannot reflect radiance burst from his team.
Because consider the burst like a light bulb, it goes into all directions. Now you put somewhere a mirror. What happens to everywhere else? Still get the light. And his team does not stand exactly in line behind him , but elsewhere in the room...
So I'd advice to more quickly throw the player into some actoin and to develop also the introduction to the plot as the game progresses. Its like a good book, they often enough also right into some action, instead of having a hugh introdcution makeup description of its world.I know its difficult if you are in chapter 2 already, but take a look at star wars as good inspiration. It has some introduction text, but its short and informative. Just as much as star wars uses should be just right.
4th: Text. I like the highly original plot. And I love how you have made a convinceable and understandable villians, especially for example Rufus is made a bit understanble how he came to be what he is. (How many stupid other people plots only base on the mere fact that somebody is just evil "by nature"?) Also I'm my current situation I'm used to read a lot of text. And I like original text. However beside all the stupid action-kids here whining, I do think the game should in the introduction be a bit more light on text. Even I (sorry when this sounds arrogant :-) skipped the introduction text and introduction dialoges. I wanted to see the game itself first, to see if it something I really want to play, before reading a lot of plot stuff.
3rd: random encounters. I for one don't like them. Imagine you walk around a happy clearance, nothing but flowers in all directions. Suddendly screen flickers, some monsters (the same you killed already 100oo.. times) pop up, "encounter!" messagge, and you have to make them flat, screen goes green again, you walk happily around until flicker again. After some time each screen flicker will only do frustration, and you hope to finish this part fast enough to get on with the plot. Honestly who ever didn't consider them nerve-racking at some point? Solution: Make the monsters visible on the main screen, they can respawn as well when out of view of the heros, encounter happens as soon you touch one. If you are too close (viewrange depends on monster) they will run towards to you. Its sooooo much better than random encounters happening out of nowhere.
2nd: Combat, okay I played quite some games with this pokemon style combat, its okay. It isn't great however and it IMHO gets very tedious and unimaginative fast... One good idea is Talesworth arena just here on kongegrate. I for one have not yet seen it with traditional RPG style, and I think it would make a very nice combat system. An There is enough place you can make the few actions each character can do a seperate button seen all the time, when clicking "use item" another menu pops up to select the item. In this case everything is (and IMHO must be to work well) mouse controlled. Only additional challenge is how to make target selection, also here could be 4 or 8 with own team seperate little boxes you can designate as target, before designation the action to take. I know it would be quite a complete different system, but IMHO it would be worthwhile and making combat a more interesting part of the game, than a time expanding buffer between plot development.
Also the inventory menu for example. Holding a keyboard button while rushing around with the mouse, not nice. Make for example the inventory smaller (or 2 pages if must) and add the description things permanent to the screen. There are so many things to do here on many screens when just making a bit of focus there.
My feedback for developers: 1) Work on the human controller interface. I know it might be inspired by NES, and I know you can learn anything by adapting the human brait, but IMHO its quite quirky. Pressing Enter for menu, then X, Y, to navigate, Enter to get out again. Its feels somehow nasty and unnatural. Also switching between keyboard and mouse. This may be different to a console, but on the PC make at least one medium capable to do all actions. Currently the game is most time keyboard based, but sometimes you *must* use the mouse (inventory) for example. But yoo hardly can do much with the mouse eitherway. So either make everything controllabler at least with keyboard or mouse. The other medium should only add extra comfort. I know as developer you hardly see this issues, because you are so used to things you designed yourself, but for user, things can really be improved here.
I considred the psi to be quite difficult in midgame, towards the end it got pretty simple, as your wall of atoms is getting a shorter and shorter cooldown time, you get close to invinceable.
zitter, no you are wrong, you just didn't get it.
Every room is identifyable by its desciprtion. The passages from room to room are constant, they are just not a orthogonal grid. Just write the keywords of the room descriptions on a piece of paper, and draw arrows to see how you get from where to where. Soon you have the whole maze mapped.
This is one of the oldest puzzles in computer gaming already featured in "the colossal cave", just the kids from today never heared of that.