So, it's been three months. I feel like a slowpoke, since there were two things I really wanted to fix for this game. They still need to be fixed. I'm sorry.
League of Awesome Geeks, who made a Let's Play of the game (channel here:
https://www.youtube.com/channel/UCEPb6wTMLzAyvyiGh9OdJlQ ), spotted a bug when jumping on a roof near the Parisio Hotel, in Episode 2. Florien would initiate her "jumping animation" and then stick with it even after the "jumping phase" was finished. Attacking and jumping again would fix this little bug and restore her "walking animation", but nonetheless is annoying to see it right there.
Also, he made a very good point regarding the scoring system of the game. It's never explained exactly what gives you points and what not.
For example, he thought that "Indirect Kills" would detract points like the "Number of Alerts" do, while in fact killing folks indirectly is mandatory in order to reach an S-Rank.
Two very minor things, but that I'm looking forward to fix. The fact is, I wanted to wait more feedback before releasing yet another update, in order to catch and fix more bugs if there were anymore left. Meanwhile, I started developing the game's sequel.
So I'm asking to whoever played this game:
Do you feel like there are things that need to be changed, rebalanced or something like that? Have you spotted any annoying/minor/major bug/s?
I'm going to fix those two things soon. If you have something to share regarding your experience with the game, please do.
So yeah, the sequel is in development. A lot of things I'm sure I can't fix now for this first chapter, since they would require a lot of work, will be fixed there.
I'm trying to make the sequel a major improvement over the first game. The gameplay mechanics will be much more refined, there will be a looot of new gameplay possibilities.
RPG Maker 2003 is a pain. I had trouble adding new gameplay things, even small ones, because of sudden FPS drop and lag. So I worked in order to optimize the code. That phase is pratically done. It now remains to see how much I can put into the sequel in terms of gameplay possibilities.
I'm aware of most of the game's main flaws, like the random mirrors and the much-too-long cutscenes.
It was made for a Short Game Contest, and I had a story in mind that needed to be wrapped up quickly. Karma Flow 2 is not bound by any contest rules, so I will find a way to tell things with an appropriate pace in order to offer a satisfying experience.
The concept phase of KF2 is almost over (I've also uploaded some of its concept arts in my "Art" topic:
https://rpgmaker.net/forums/topics/21225/ ).
What "scares" me the most is the fact that Karma Flow received very little "end-game" feedback here. Only my betatesters and pianotm (who I deeply thank) gave me their overall impressions.
So I also want to know from you if you've finished it or not. If not, what drew you away from the game? I would like to know in order to improve the sequel and let it flow better than its predecessor.
Thank you for your time and understanding. Have a happy new year!