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First demo is up, I need feedback on what I have so far.

After months of work, I have a playable early build/demo of my RPG that I feel is ready for some feedback. :D

It's on the download page, right here:
http://rpgmaker.net/games/6684/downloads/

The demo covers the first two "dungeons", and should last about 2 hours tops, unless you're on one of the harder modes and decide to grind for more mods or levels.

Recommended difficulty: Journey.

If you play it, giving me Feedback is important! I want to know you liked, what you want more of, and what needs more work. If there are things you want improved, let me know! Your feedback will allow me to make the final game better! :D

Stuff I really want feedback on:
- Do you find the plot, characters and dialogue interesting? Are the main characters' personalities different enough from one another? Are you interested at all in Cyrus' side of the story? Do I get you into the action quick enough? Are you curious to read more of the "history of the tower" items?

- Are there any skills/Mods that you feel are useless or too powerful? (Aside from Angel's Veil. I'm pretty sure I'm going to have to replace that one)

- What do you think of Holly's Overload mechanic? Did it worry you enough to try to avoid it? Or did you deliberately try to Overload?

- What did you think of how Shara works? Did you find any ways to "break" her system? (I'm actually concerned about making sure you can't break it)

- Do you think the player should have access to more mods early on, or is the current distribution is fine? Do you feel the balance of Stat Mods is fine?

:) Your feedback is appreciated.

Notes: I've done a minor update since the version I posted in the forums yesterday. One of my friends found a few minor bugs that I've patched up.

Posts

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NeverSilent
Got any Dexreth amulets?
6299
Alright, here we go. I finished the first "dungeon", the Storage Block. The difficulty level I chose was "Adventure", and I admit it's been quite challenging - but I like that. I also chose to be able to save anywhere since that's more useful for testplaying.
I can already say it's been an absolute blast so far, you've done an amazing job!

These are my notes:
- People who run around on the starting map (the harbour) can just move through the guy standing at the right in front of the notice board.
- The facesets are very nice and used well, especially May's.
- The streets of Stopover City look pretty bland. Consider adding some details or variation.
- Consider adding in a saving opportunity before the tutorial battles start. The intro is a bit on the longer side (it's not too long, though, I like it), and in case anything goes wrong, the player won't have to start the game from the beginning again.
- The battle mechanics are a lot of fun and very fascinating. They really remind me of Indra&Fomar games.
- The "unusable" skills in the skill choice menu that give instructions are a great idea and very helpful.
- After finishing reading any "History of the Tower" book, the menu opens itself.
- I like the game's sense of humour (May's insult "sonofalich")
- There's a word missing here, the sentence should be "As quick(ly?) as you can."

- The Warp room is both a great idea for a "party base" and has really cool effects.
- When a character performs multiple actions in one turn (for example when May uses "Mayhem Ex Machina"), it is slightly annoying that status effects are reported in the battle log after every single action.
- Currently, considering how much EX Holly gains when she is attacked, it is pretty difficult to prevent "Overload" from activating. The 5 EX she loses every turn can't make up for all the EX she gains from being hit, attacking and even guarding. Consider having her lose more EX per round, because right now she quickly becomes a liabiloty even if the player hardly uses her skills.
- It would be helpful if it were more clearly indicated which skills stack with which stat (ATK or MAT).
- Karin's "Attract" skill does not seem to have a very strong effect. Is it possible to increase its effectiveness?
- May's "Fang Trap" seems to be a little underpowered. It only deals very little damage.
- The description of May's "Potion Launcher" made me think it uses up actual potion items, which is why I didn't want to use it at first. Maybe I'm the only one who is dumb and thinks that way, but you could consider making it clearer the Launcher does not actually consume the player's potions.
- Passability error: It is possible to walk onto the organ in the first boss' room:

- I'm very glad I can choose to escape from nearly every battle if I'm so inclined, with a high chance of success. Considering how many enemy troops there are and how tough they are, it's nice to be able to choose when to fight and when not.



About your questions:

Do you find the plot, characters and dialogue interesting? Are the main characters' personalities different enough from one another? Are you interested at all in Cyrus' side of the story? Do I get you into the action quick enough? Are you curious to read more of the "history of the tower" items?

Yes, yes, yes, yes and yes (although I'm more interested in the characters and the rest of the plot than the tower's history - at least, until now.)


Are there any skills/Mods that you feel are useless or too powerful? (Aside from Angel's Veil. I'm pretty sure I'm going to have to replace that one)

Not that I noticed so far.


What do you think of Holly's Overload mechanic? Did it worry you enough to try to avoid it? Or did you deliberately try to Overload?

It's a very cool idea, although at this point, it runs the risk of making Holly close to unusable if you don't want Overload to trigger. I personally tried to prevent it from happening because it is so risky, but there were occasions where it actually helped.


What did you think of how Shara works? Did you find any ways to "break" her system? (I'm actually concerned about making sure you can't break it)

I didn't manage to break her system until now. I really like the balance between risk and reward you created with the Hate mechanic. The only possible issue right now is that she could eventually attract enemy attacks more effectively than Karin, so the player could just decide to give Shara lots of DEF Mods/buffs and make her some sort of super-tank. That's just hypothetical, though.


- Do you think the player should have access to more mods early on, or is the current distribution is fine? Do you feel the balance of Stat Mods is fine?

I think the Mod distribution is good the way it is. I'm not sure if the Mods that increase stats are balanced, as I'm not very good at noticing that sort of thing.


Overall, the game exceeded my expectations so far. If it weren't for the slightly different mapping style and the stronger enemies, had someone told me this game was made by Indra and Fomar I would have believed them. Great work, really.
I'm glad you're liking it so far. I'm eager to see what you have to say after the second dungeon. :P

Thanks for all the kind words. :)

I'm also really happy you liked the Warp Room and all the effects in it. ^_^ I spent a long time making sure it was absolutely perfect.

Addressing some of the points:
author=NeverSilent
- Consider adding in a saving opportunity before the tutorial battles start. The intro is a bit on the longer side (it's not too long, though, I like it), and in case anything goes wrong, the player won't have to start the game from the beginning again.


It's actually impossible to fail the tutorial. If you lose a battle, you are healed back up to full, and redo that one battle until you win.

If the player somehow has to quit and restart from the beginning, that's what the Text Skip Option is for. ;)

- After finishing reading any "History of the Tower" book, the menu opens itself.


Intended. If the player does something silly like start reading the manuals and the History of the Tower items while standing in the way of an enemy patrol, I want the game to remain "paused" until they're totally done messing around in the menu so they aren't interrupted.

- I like the game's sense of humour (May's insult "sonofalich")


I am SO glad I'm not the only one who found that funny. XD

- There's a word missing here, the sentence should be "As quick(ly?) as you can."


It's kinda slang talk. I know that it's not PROPER English, but I've seen it used several other places before. Semi-intended, to show that the Fiends are kinda informal.

- When a character performs multiple actions in one turn (for example when May uses "Mayhem Ex Machina"), it is slightly annoying that status effects are reported in the battle log after every single action.


I'll look into it, but I'm not sure if I'll be able to change that... :( I have no idea how I'd prevent that from showing up.

- Currently, considering how much EX Holly gains when she is attacked, it is pretty difficult to prevent "Overload" from activating. The 5 EX she loses every turn can't make up for all the EX she gains from being hit, attacking and even guarding. Consider having her lose more EX per round, because right now she quickly becomes a liabiloty even if the player hardly uses her skills.


I'll think about it. The thing with Holly is that she's supposed to be a huge risk and potential liability. I really want Overload to be a risk the player needs to look out for, although I guess the EX gain is a bit overblown when she takes a good solid hit to the face... Maybe use have Karin Intervention to protect her?

There are mods that help with that, though. There are going to be several that help with Overload in different ways. Also, there IS a sneaky way to prevent Holly from Overloading, or ending it early... ;)

I'll consider giving her a skill to help her purge more EX.

- It would be helpful if it were more clearly indicated which skills stack with which stat (ATK or MAT).


Hmm...I'll see that I can do about it.

- Karin's "Attract" skill does not seem to have a very strong effect. Is it possible to increase its effectiveness?


It's actually a 300% increase. But yes, there are mods/skills that can increase her draw rate further, as well as a mod that makes Attract more effective.

- The description of May's "Potion Launcher" made me think it uses up actual potion items, which is why I didn't want to use it at first. Maybe I'm the only one who is dumb and thinks that way, but you could consider making it clearer the Launcher does not actually consume the player's potions.


Oh God. I...Yeah, I'm going to need to make that clear, aren't I?

It's a very cool idea, although at this point, it runs the risk of making Holly close to unusable if you don't want Overload to trigger. I personally tried to prevent it from happening because it is so risky, but there were occasions where it actually helped.


Overload is a game winner when well timed, especially if you know what the enemy is weak against. ;)

The only possible issue right now is that Shara could eventually attract enemy attacks more effectively than Karin, so the player could just decide to give Shara lots of DEF Mods/buffs and make her some sort of super-tank. That's just hypothetical, though.


That's actually fine by me. ;) At Hate level 5, her defense is so low that if the player can find ways to keep her alive with that much aggro on her, that's fine by me. In fact, there's a mod in the demo that might even help with that kind of plan! XD

I'm also planning on giving Karin more offensive options as well.

Overall, the game exceeded my expectations so far. If it weren't for the slightly different mapping style and the stronger enemies, had someone told me this game was made by Indra and Fomar I would have believed them. Great work, really.


Awwww.... ^_^ That's some VERY hearty praise there, especially considering how much I love their games, and how they inspired me to make my own game in their world. I am so glad they're cool with other making games in it. Thanks a lot!
I started playing it but I will have to continue later, so far it's great so I'll give you feedback when I finish the demo ^^
NeverSilent
Got any Dexreth amulets?
6299
You're welcome, Aegix. I'm glad my feedback was somewhat useful for you. I'll try to get into the next part of the game as soon as possible. In the meantime, keep up the good work. ^_^
So my little birdy who loves a challenge and is playing the game on legendcore informs me that the HP buff the enemies get on that mode is kinda too much. I will most likely be removing it. Just a heads up.
NeverSilent
Got any Dexreth amulets?
6299
I've got some more notes ready. Here they are:

- If you go back to the Storage Area again after you've defeated the Guardian, he will be back lying in his bed and can be fought again as if nothing happened (despite there already being this option by using the dark aura circle).
- There's a typo in the description of the Mouth Binder. It says "can now Bind enemy Mouthes"
- Please seriously consider having enemies give more EXP and drop more Rift Dust. As of now, the costs for items used per battle are sometimes higher than the rewards - and that's not counting battles where I eventually got overpowered by enemies and had to escape.
- The River Slime's "Splintering Ice" spell is very overpowered, especially once it hits an ally for the second time. If there are two slimes in the same party, the player won't even have the chance to remove the Ice Weakness if they both attack the same target.
- When Karin's "Attract" has ended, the text says "Karin is still drawing the enemies' attention" - which is the exact opposite of what actually happens.
- May's Shield Dispenser Mod is very useful and a cool idea.
- Karin's "Purify" skill does not cure Bleeding.
- Wrong word: "You assume I won't be doing that it to you anyway" (see screenshot)

- It is not possible to sell "Shiny Lens" mods.
- The different moons mechanic is a very clever idea. I like it.
- When an enemy is killed by a Fang Trap, its secondary effect (caltrop) still activates and hits another enemy.


As much as I like the game so far, these are my main concerns:
- The Overload mechanic is too extreme. It has such an enormous influence on the course of a battle that it sometimes is even better not to revive Holly when she's been defeated. The impact of Overload and the ease with which it is triggered has to be reduced to make Holly more playable. She should still be a risky character, but her mechanic shouldn't decide the question of life and death on its own..
- I like being challenged by difficult enemies, but so far, every encounter has been as difficult as a boss battle. I rarely ever managed to finish an encounter with all allies alive, and since reviving is so difficult and expensive to get, it often isn't worth the experience points. This would not be a problem if there were only few enemy troops in the game, but there are loads of them, and it simply makes the game very strenuous.
- Battles take an enormous amount of time. Especially since there are so many extra effects, and as the battle log keeps reporting status effects over and over, the tempo of combat is so slow that finishing one encounter can take up 15 minutes. You will have to find a way to speed up this process and reduce the redundant status reports, or else battling will eventually become a chore.


I hope this helps you at least a little, Aegix_Drakan.
author=NeverSilent
- If you go back to the Storage Area again after you've defeated the Guardian, he will be back lying in his bed and can be fought again as if nothing happened (despite there already being this option by using the dark aura circle).
Known and fixed on this end. Will update later.

- There's a typo in the description of the Mouth Binder. It says "can now Bind enemy Mouthes"
I could have SWORN the plural of mouth was mouthes... :( But apparently, spell check says it's not. Damn...

- Please seriously consider having enemies give more EXP and drop more Rift Dust. As of now, the costs for items used per battle are sometimes higher than the rewards - and that's not counting battles where I eventually got overpowered by enemies and had to escape.
Noted.

- The River Slime's "Splintering Ice" spell is very overpowered, especially once it hits an ally for the second time. If there are two slimes in the same party, the player won't even have the chance to remove the Ice Weakness if they both attack the same target.
Noted.

- When Karin's "Attract" has ended, the text says "Karin is still drawing the enemies' attention" - which is the exact opposite of what actually happens.
- Karin's "Purify" skill does not cure Bleeding.
- Wrong word: "You assume I won't be doing that it to you anyway"
- It is not possible to sell "Shiny Lens" mods.

....!@#$. Fixed on this end. x_X

- May's Shield Dispenser Mod is very useful and a cool idea.
- The different moons mechanic is a very clever idea. I like it.
:D Thanks.

Did you try Mayhem ex Machina with the shield dispenser on, and find the secret way to make the boss a bit easier?

- When an enemy is killed by a Fang Trap, its secondary effect (caltrop) still activates and hits another enemy.

....Dammit. *facepalm* I'm...not sure how best to fix that.

As much as I like the game so far, these are my main concerns:
- The Overload mechanic is too extreme.
- I like being challenged by difficult enemies, but so far, every encounter has been as difficult as a boss battle.
- Battles take an enormous amount of time.

...Noted, noted and noted. I'm going to take a much closer look at those things.

I hope this helps you at least a little, Aegix_Drakan.

It helps a LOT, thanks. :) This kind of feedback is EXACTLY why I wanted to put the demo up.
NeverSilent
Got any Dexreth amulets?
6299
Okay, I finished the demo and managed to win the second boss fight after several unsuccessful attempts. Here are my final notes:

- Double-check the "Guts" Mod for Karin. It says it lets you start the battle with a higher draw rate, but its effect shows the symbol of "Vigor" (increased EX gain). I'm pretty sure the actual effect is correct, but the use of that symbol is confusing.
- Razorclaw's "Gut Bust" does not trigger Fang Traps and Dispensers.
- The description of Karin's "Intervention" says it will take hits for an ally for 5 turns, but in fact, it only works for 3 turns.
- In principle, the boss battle against Razorclaw is a lot of fun and his mechanics allow for many cool strategic approaches. However, do consider slightly decreasing Razorclaw's attack damage, because right now he can instantly kill a party member even with his normal attack and multiple with his "Ravage" - even if they are defending. It is not impossible to survive his attacks, but he is definitely a little too deadly in his wolf form (especially if the player is unlucky and he calls in his "groupies" just as he started a new wolf cycle...).


My personal opinion:
Overall, a really strong demo with interesting yet funny characters, cool progression and battle mechanics and a good use of graphics and music. If you manage to keep everything a bit more balanced without removing the strategic challenges and make the game (especially combat) slightly more fast-paced, then I can definitely see Mayhem Maiden becoming one of my new favourites on this site.


Thanks for letting me test your game, and I'm glad my feedback was useful to you. Good luck developing this project further.
author=NeverSilent
- Double-check the "Guts" Mod for Karin. It says it lets you start the battle with a higher draw rate, but its effect shows the symbol of "Vigor" (increased EX gain). I'm pretty sure the actual effect is correct, but the use of that symbol is confusing.
- Razorclaw's "Gut Bust" does not trigger Fang Traps and Dispensers.
- The description of Karin's "Intervention" says it will take hits for an ally for 5 turns, but in fact, it only works for 3 turns.


-Oh, I DID pick a symbol that's a little bit to similar, didn't I?
-Dammit, fixing.
-DAMMIT, fixing!

- In principle, the boss battle against Razorclaw...


Noted.

My personal opinion:
Overall, a really strong demo with interesting yet funny characters, cool progression and battle mechanics and a good use of graphics and music. If you manage to keep everything a bit more balanced without removing the strategic challenges and make the game (especially combat) slightly more fast-paced, then I can definitely see Mayhem Maiden becoming one of my new favourites on this site.


:) Thanks. Your feedback helps a lot. I'll keep refining the game.
You know, I think the reason battles are dragging on for you guys and not for me is because I use Holly's Attack buff on Shara and May all the time, and I just checked the impact of the buff...And it's a huge increase. :s I'm assuming most of you are afraid to use the buffs for fear of causing her to overload more quickly.

This needs more looking at...

EDIT: I'm working on adjusting the defense and HP values of the enemies so the attack buff spells are no longer required to win quickly, and I've made them weaker and more situational to compensate.
Ah ok if you're working on a balance update I'll hold off playing the current version. I found some spare time and tried the copy you originally sent me. I completed up to the first guardian before realising I couldn't save.

I liked the characters they all had some very cool mechanics and skills to play around with, my biggest complaint was how long regular battles took.

When you've updated I'll try and check it out again.
:D Great to see you in here, Fomar!

author=Fomar0153
my biggest complaint was how long regular battles took.


Yeah, I'm working on that, don't worry. ;) The initial results are promising.
When the turret techinique reaches 1 more turn, and you use it again it goes up to six more turns instead of four.
author=kingdomcome
When the turret techinique reaches 1 more turn, and you use it again it goes up to six more turns instead of four.


It always goes up to 6 turns no matter when you use it. :)

That's because on the last turn, it goes away before it can fire off, so it has to go for 6 turns in order to fire 5 times.
Oh... but when i used it once it gave me three turns of turret, btw doesn't the turret take away the point of reloading? You basically can set a turret and do nothing but auto attack with her, it's kind of a loophole in reloading altogether, basically you get two attacks every other turn... maybe you should make her learn the spell otherwise she's a bit op. btw it's a fun game and a good idea, asking that question was gamer genius
author=kingdomcome
Oh... but when i used it once it gave me three turns of turret


I think you're talking about the TRAP skills, not the TURRET skills. those only last 3 turns.

btw doesn't the turret take away the point of reloading?


That's the point.

Her turrets and traps cover her and allow her to still be useful even while reloading. And it's not super OP either, since they act at random. Even though the healing turret is strong, it could just as easily heal your full-health mage instead of your dying tank all the time.

It's basically a way to make May more fun, since you can still make her useful even if she spends every other turn unable to act.

:) I'm glad you're enjoying the game.
I have been playing the demo and i'm enjoying it so far. One thing about overload...
I think that the problem about that is that it is too hard aboiding it. Maybe making it appear later during battle or having a move that decreases the EX.

Also I love the characters and I was wondering how can I get the graphic resources used.

Keep up the good work ;)
author=gib4824
I have been playing the demo and i'm enjoying it so far. One thing about overload...
I think that the problem about that is that it is too hard aboiding it. Maybe making it appear later during battle or having a move that decreases the EX.

Also I love the characters and I was wondering how can I get the graphic resources used.

Keep up the good work ;)


I've been working on an update to the demo (I'm almost done with that! :D), and I have been tweaking overload. There's a skill that will purge a bit of EX when used (and heal some HP and MP too), and there's going to be several mods (and a weapon) that help make it a bit easier to deal with. Using just the meditate skill, and having Karin use the much longer lasting Intervention skill to stop holly from being hit, I've managed to only overload twice, both times during bosses, when it's arguably important for cranking out damage.

I got the sprites from
http://usui.moo.jp/rpg_chadot.html

The whole site is Japanese, so you'll need to click a lot on the various things in the menu to find more stuff.
FYI, I'm done rebalancing, I should be uploading a new version of the demo tomorrow.

There's no new content, unfortunately, just rebalancing a lot of stuff and fixing bugs.

And when that's done I can get back to making more content. :)
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