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Home » Media Scholars » artistic pursuits in gamedev » Parlor Mall QA / Sequel Recommendations (I'm planning on making Parlor Mall 2 and I'd like gameplay suggestions)
Re: Parlor Mall QA / Sequel Recommendations[message #37 is a reply to message #34] Tue, 17 February 2026 01:18 Go to previous messageGo to previous message
Foopy64 is currently online Foopy64
 
junior
Messages:12
Registered:February 2026

hi Cam!! I have many opinions on every topic you brought up. Since you're curious about the action, I would like to see you lean into it. I would love to see you go deep enough into action mechanics that it pushes your boundaries. Parlor Mall felt safe, which totally makes sense as a Jam game. Instead of a choice of two different attacking styles, I would personally like to see a system where the player has access to all of your combat mechanics at once, instead of choosing once at the start of the game. And I'd like to see you design the levels around that too.
When deciding what engine to use, it's fun to imagine the possibilities a different engine might bring to the table. However, I am a big believer that the artist can create the best work with the tools they are most familiar and comfortable with. I would say, stick with VX Ace! 
As for what I want to see in the sequel... other than deeper action like I mentioned, I would actually like to see longer dialogue scenes! I liked the character writing of the original Parlor Mall and wished there was even more! The freqency of how often dialogue appeared was perfect, I think I just wanted the scenes to last longer. Especially in the second half of the game.
Thanks for posting on here, feel free to ignore my opinions if they dont align at all with your vision. lol. 

p.s. i also downloaded the aseprite file and it's a very stylish logo. 8-)



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