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CC's Feedback



This was an enjoyable project.

Posts

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Niiice, I will watch these pronto!
That was awesome, I love watching these~

As for the bugs, the weird everyone disappearing/cutscene not right thing has been fixed in the latest download, unless you had that one then I'm pretty worried. Same with the weird guy's question mark, but I don't recall if I got rid of the suicide bunny >.< shall need to check. Strange that the water's not animated in the forest maps either, 'cause that doesn't happen to me, and there's no reason for them to stop animating - will need to look into it. My friend who played this also got the weird game shutdown thing after trying to kill one of the fauns, but again I can't seem to replicate this, so I'll need to look into it too.

All in all I'm happy you're enjoying it so far and are looking at the battles pretty strategically~

Also I did have a quest log in before I released, but it was in a bit of a mess and I didn't have the time to fix it - but there'll be sidequests aplenty, so it'll be going back in :)

Again, thanks for this! Looking forward to seeing you do the whole thing if you want/when it comes.
Okay. Glad this was helpful. :) I'm pretty sure I updated my client before recording, but I might be wrong. Oh well - it didn't bother me.

author=nhubi
Well I'm done with the demo. Whilst it was interesting, given the fact you haven't put the levelling back in, and the only thing I could see that helped in that department was a bracelet that added 40 HP but I could only afford one (even after the quests, I needed to buy healing items), it actually made it stop being fun. Especially since Saffron pretty much died by about round 3 of any fight I was in.

I think I fought the butterfly about 6 times before I lucked on the way to transform it into the Vhral and then Saffron was dead again and I was asleep and getting wiped out because magical damage is all it throws and that doesn't wake you up, and 2 turns later you're dead without ever walking up. I lost count of the number of times I fought that thing, but when I finally did beat it by pure luck I have to say, there wasn't a sense of accomplishment, more a 'oh good now I can go do something else.'

Sorry I don't mean that to sound harsh, but I play games for fun and yes, some challenge, but I have enough frustration in the real world, I don't need it in a form of entertainment. So I wish you luck, it's a beautiful looking and sounding game and the story has real potential and depth, but if it is going to continue in the same vein as the demo I think I'll give it a miss and save my neighbours from having to hear me throw expletives at my computer.

I still love how you used reflect in this game. I guess the problem here would be the lack of extra strategies. With how items work in this game, I never felt super-challenged, and every fight felt very 'fair.' Even though the concept of 99 heal-completely items is a bit broken, at least it gives the player a sense of safety. Maybe you could shower the player in gold at the start of the game.
And the spell, Impair, is amazing in concept. I would love it to have an effect on item debuffs.

But if I learned one thing from Star Stealing Prince, it's that a lot of people like hard games, and hate them simultaneously.


author=Jurassic_Mark
Maybe some sort of guide would help?

I probably wouldn't have finished SSP without a guide. So if there's a way to add strategies in-game, that would be great. Also consider a difficulty system of easy and hard. That's the easiest way to make sure people don't rage quit IMO. In my project, I'm thinking about allowing the player to lower the difficulty at anytime. This forbids the best ending, but all the fights become semi-faceroll.


author=Jurassic_Mark
Again, thanks for this! Looking forward to seeing you do the whole thing if you want/when it comes.
I probably will~ I just found out that there was a LP from the old version of this game. I'll have to watch that when I get the chance~
Yeah I'm not actually so sure why Impair didn't have an effect on item debuffs, so I'll take a look at that. And items are getting CULLED to the max, but like, at the same time I've had people say 'aaaagghhh why are there no more items I keep dying' - so I'm not sure where to go with that. I'm probably gonna go with some kind of limited inventory system in any case, I'll see.

I actually added a small Q&A in the main game page for people having trouble with the battles, so we'll see if that helps. I'm just kinda at a crossroads because a lot of people who have played it have been totally fine with the difficulty, I'm totally fine with the difficulty - and I don't think it's unfair at any time either.

(also the old LP is hilarious, the new demo is pretty much a new game now)
I actually liked the stocked inventory! It gave me more space to screw up, you know? And I mean, yes, it was a little weird being able to fully heal my dudes in between turns, but can't you do that in action games anyway?

I say don't limit the inventory, but maybe limit how many you can find/buy: like, shopkeeper A only has 10 tinctures right now, and they have to restock before you can get more from them (after #x fights, after y minutes, etc.).
author=emmych
I actually liked the stocked inventory! It gave me more space to screw up, you know? And I mean, yes, it was a little weird being able to fully heal my dudes in between turns, but can't you do that in action games anyway?

I say don't limit the inventory, but maybe limit how many you can find/buy: like, shopkeeper A only has 10 tinctures right now, and they have to restock before you can get more from them (after #x fights, after y minutes, etc.).


I'm kinda on the fence between that and using Kread-Ex's actor inventory script. I'm not sure which direction to go.

See, I was intending on Ambrosia being the ONLY healing item (aside from Nostrums), and getting further ahead meant that the 50HP boost was a little pointless when you start getting in the hundreds in terms of HP. I was gonna have some skills that would boost the healing effect of it rather than clog up the inventory with Potion, Hi-Potion, Super Potion, MEGA POTION~

What I was thinking about doing was giving Ambrosia charges, and then finding a way to keep it in your inventory when the charges ran out - and you could only restock it in certain places. That was my initial idea to be honest.
Then there's the fact that you could give harder bosses an AOE debuff that makes healing items fairly weak.
Ace is sexy like that~
author=Clareain_Christopher
Then there's the fact that you could give harder bosses an AOE debuff that makes healing items fairly weak.
Ace is sexy like that~

oooh now that is a nice idea!

I do also have a state that prevents healing too, mind you.
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