The gmail stuff:
Greetings, I have already written my regards and opinions on the game on gamejolt (under my allias Freakbear king),but wanted to directly send this letter about one topic I forgot. And that is the Execution/genocide route implementation.
In the beginning, I need to say I like the concept of it. It kinda reminds me of Judge death, mostly because we don't even know if the Criminals such as Pennilton did something so terrible that they deserved to die, plus it could bring a really interesting tension between the characters, especially Warden, who could banish them from his world. But....I have major issues with how it has been portayed.
1. I think the aftermath isn't as significant as it could be. I know we are currently only in half of chapter 2, but I feel that we could see it more. Especially on Kanako, who would slowly start to accept the reality and just kill without hesitation. I mean by that F.E., she could start attacking sometimes on her own, or even just use the Execution cut once you get enought TP. Plus Axis could notice this and start to hesitate if he would follow our main due.
2. The simillarity to snowgrave. I honestly don't mind that it's inspired by snowgrave, after all, it's following deltarune, but I think that the route should have it's own unique ways. Mostly in the justice lemotif. I think there could be something simillar to enemy retreating, showing the ,,delivering of justice", or just having the soundtrack go slower And slower until it's unreckognizable. Or even using original ideas.
3. The writing. I think Kanako should change a bit more her style of talking and behaviour, being more aggresive, impatient and furious. F.E., with the Toaster boss encounter (sorry for not remembering his name), She could destroy the TV he's on and even just fight him in the train section. Even Clover should be different. Being more sadistic and cruel.
I Hope my letter gave you some value and ideas. If you want to ask me something, you can write back. I can explain every single detail if needed.
Sincerely
-first person
Greetings from Czech republic 🇨🇿
Hi.
I just played Deltarune Yellow. Although it's a good fangame, I wanted to bring to your attention some bugs and aesthetic suggestions that you may want to consider.
First, the movements. The controls in both the Dark World and in battle feel a bit too slow compared to Deltarune (especially during running). Would you mind making the speed a bit faster so that it matches Deltarune? I don't think it would be much of a hassle to do so. And please add the option to hold [X] to go slow during a battle.
Secondly, some aesthetic changes. From my own perspective, I don't think that Clover should have the shadow thing at their eyes, both in the Dark World and in the Light World. Instead, you should remove it in the normal route, and add the shadow and remove the eyes in the weird route (if you plan on adding it in the future). There are still many aesthetic changes that I want to suggest (like animations), but I'll explain them when you accept my offer to help (which I wrote below).
Thirdly, one of the bugs I've noticed. When in battle, grazing only gives you TP when the bullet ENTERS the grazing range, and not when the bullet is IN the grazing range. You can see it for yourself by grazing long bullets and paying close attention to the TP bar while doing so..
Thanks for your time.
-second person
Hello, I hope you and the developer are doing well where you are right now. It's quite good to see the developer is still working on the game, despite the little free time he has. So far, I'm quite liking his work! That said, I do have some criticisms I'd like to address here, mainly on the gameplay side of things, and less on the art/music part of the game. Can't really be too harsh on those aspects due to the game being made only by him, though I still think I should air those regardless.
I'll start with the criticisms I have of Day 1:
The chase sequence with Bearing could be a tad more tense, I think needing to run during that part, and it could have more aimed pencils, as in pencils that spawn on the same horizontal place on where the player is. The card memorization game, at least for me, is quite hard. This could just be a me problem though, unsure if I share this opinion with others.
Those are all the criticisms I have specifically for Day 1, I only have a single critique on Day 2, but I believe it's way more important than the rest I have.
Said criticism is how overbearing the guiding arrows are, especially on the Robo Factory segment. I understand why these are used, and sometimes I agree with how they're used, but more often than not, they're used in places in which most, if not all players would intuitively understand what they need to do without the arrows.
Those are all of the criticisms I have for the specific Days, so now I'll talk about those I have with the overall game as is.
First off, apprehending feels off, I'm unsure whether this is an issue with me leaving the criminals with too much HP, but it feels like they need to be slightly left of the cage when it drops on them, it happened a few times to me that the cage would phase through the enemy. But again, this could be a problem with my gameplay, and not the game, but I'd still like to say this.
The game could also use a storage system akin to Deltarune or Undertale's in order to keep some unneeded somewhere else instead of needing to throw them out.
The combat could also use the slow soul mode from Deltarune and Undertale, which is triggered by pressing the X or LShift keys, which as the name implies, makes your soul move slowly. Maybe I'm saying this because, since I play other shumps (see Touhou or CAVE), the lack of this feels really odd.
Lastly, I have some criticisms of the art and music of the game. As I said earlier I can't be too harsh on this due to this being a one-man project, but still, I think they should be addressed, but I think what I said before this is much more important than this.
First off, I think the sprite work of the NPCs could use some work, especially on Day 1, those on Day 2, are good, and Cole's and Kanako's sprites are really good! But some sprites aren't up to par with the rest of the game.
Something else, the game could use more music that isn't from Undertale, Undertale Yellow and/or Deltarune. Not necessarily brand new compositions, but remixes of already existing tracks, the Rude Buster remix is really solid!
That's all I want to say on this, I apologize if I came off as nitpicky or harsh, but I think this game can be really good, so I wanted to say my piece on this.
Best of luck on the developer with the rest of the game, and best wishes on both you and the developer with life.
Cheers!
-third person