BOSS BATTLE DESIGN CONTEST - KNOWLEDGE IS POWER
Posts
Lunatic Dream crashes for me right at the start:
Script STR22Core (Japanese text) v2.2b' line 755 RGSSError occured.
Failed to create bitmap.
Script STR22Core (Japanese text) v2.2b' line 755 RGSSError occured.
Failed to create bitmap.
author=Despain
"The End is Near" didn't work for me either. Gave me an error message in spanish. Too bad for him I guess.
As for the rest of them, a few of them were absolutely beautiful but we were judging on gameplay. Lots of these seems to be plucked from the middle of another project and they sort of fell flat without context. I sent in my notes.
Ironically, mine was designed to seem that way (minus the "falling flat" part hopefully) without that at all being the case.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The judging period isn't over so please don't answer that question. It was requested that the entries be anonymous so that favoritism didn't affect judging.
I was being ironic there :) It should be obvious which one is Max's. And which one is Ocean's too, ha, ha :D
Im guessing The End is Near runs on a spanish rtp, which has specific resources the english rtp does not have.
author=Arandomgamemaker
Im guessing The End is Near runs on a spanish rtp, which has specific resources the english rtp does not have.
Nope, it doesn't run on spanish rtp. I've got all English RTP and they work for me.
author=eplipswichauthor=ArandomgamemakerNope, it doesn't run on spanish rtp. I've got all English RTP and they work for me.
Im guessing The End is Near runs on a spanish rtp, which has specific resources the english rtp does not have.
Huh. Then im stumpted.
I also had Lunatic Dream crash on me a couple of times, but not right out of the gate like that. For me, it only happened if I changed between options in the pre-fight menu too quickly/in a certain order.
Question: Is the "Family War" one supposed to be completely blank (i.e. no pictures, music, or sounds?) It's really offputting.
Lunatic Dream is a very bizarre battle system in that the only way I can figure out to win is by DEFENDING like a motherfucker. That's pretty unique; usually Defense is a trap option or VERY situationally useful, but in this case it's positively overpowered.
I actually hopelessly lost my attempts, but my girlfriend (who is not exactly a hardcore RPG player) took Defend on two of her three characters (more or less against my advice!) and pretty much dominated the Heretic Witch on her first try.
Yes and also yes, would be my guess.
I actually hopelessly lost my attempts, but my girlfriend (who is not exactly a hardcore RPG player) took Defend on two of her three characters (more or less against my advice!) and pretty much dominated the Heretic Witch on her first try.
author=Otokonoko
Question: Is the "Family War" one supposed to be completely blank (i.e. no pictures, music, or sounds?) It's really offputting.
Yes and also yes, would be my guess.
author=Max McGee
Yes and also yes, would be my guess.
To clarify: I do not mean "offputting" in a good way here.
author=Max McGee
I actually hopelessly lost my attempts, but my girlfriend (who is not exactly a hardcore RPG player) took Defend on two of her three characters (more or less
She did the right thing.
Also max, I bet you made
everything ends
RIGHT? RIIIIIIIGHHHTT?!?!?
author=Otonoko
Question: Is the "Family War" one supposed to be completely blank (i.e. no pictures, music, or sounds?) It's really offputting.
It would have been so much better if it was made in RM2K... :(
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The three day voting period has ended.
CONGRATULATION! A WINNER IS SACRED EARTH!
Many people chose to give detailed feedback about what they thought could have been improved in each entry, so I'm including all that here.
Blue Knowledge (by Ocean): 1 vote
Detailed feedback:
Sacred Earth (by Skie Fortress): 4 votes
FIRST PLACE WINNER
Detailed feedback:
The End is Near (by orochii): 0 votes
Detailed feedback:
The Scorpion (by flying_pancake): 2 votes
Detailed feedback:
Everything Ends (by Max McGee): 2 votes
Detailed feedback:
Family Life (by Killer Wolf): 1 vote
Detailed feedback:
Ninja Battle (by supremewarrior): 0 votes
Detailed feedback:
Versus Krio (by wolftriplex): 0 votes
Detailed feedback:
Lunatic Dream (by Rhyme): 3 votes
Detailed feedback:
Everyone who participated will get makerscore and an achievement. Skie_Fortress will get more makerscore and a better achievement.
Archaea_Nessiah also actually recorded videos of playing through all these fights, which I thought was pretty cool. If she wants to post them here, I imagine people would enjoy watching.
CONGRATULATION! A WINNER IS SACRED EARTH!
Many people chose to give detailed feedback about what they thought could have been improved in each entry, so I'm including all that here.
Blue Knowledge (by Ocean): 1 vote
Detailed feedback:
Good use of defined enemy pattern. You can tell when the enemy's about to hit you hard: for example, the Flower girl uses a Countdown to tell you beforehand!
Lack of threat is a minus. I rarely had to scramble for survival. No sense of panic, no game overs, no danger. Maybe increase the enemy's agility a bit?
Good variance in skillset. Each partymember has skillsets that cover several elements, targets, and can be positive or negative (healing/damage). Status effects are not ignored and can be used to your advantage.
---
This one was quite interesting. The battle was plenty difficult, but not horrid. This battle did require some thinking to it. In fact, i like how they handled it.
---
Beautiful, but again we're judging on gameplay here. And it felt like a boring default battle here. The thing that made it a boss was that there were a lot of enemies with high HP and they had super-powerful moves that mass-killed my party. I wish I could give this a good score for looking pretty.
---
I got wiped out the first time then the second time I realized I was fighting three rather than four enemies and tried the strategy of focusing on one enemy at a time and won rather easily. Didn't really engage with the theme of "Knowledge Is Power" at all, though.
---
The active-mode ATB really breaks this one for me. :/ So many things happening together overwhelmed me and gave me no time to get used to the system. Also, characters don't seem to have well-defined "roles" (attacker, healer, etc): this is not bad in itself, but it adds to the confusion, since I had no time to get to know them before the battle. Probably this one will be much better as a part of a gamer rather than a stand-alone.
Lack of threat is a minus. I rarely had to scramble for survival. No sense of panic, no game overs, no danger. Maybe increase the enemy's agility a bit?
Good variance in skillset. Each partymember has skillsets that cover several elements, targets, and can be positive or negative (healing/damage). Status effects are not ignored and can be used to your advantage.
---
This one was quite interesting. The battle was plenty difficult, but not horrid. This battle did require some thinking to it. In fact, i like how they handled it.
---
Beautiful, but again we're judging on gameplay here. And it felt like a boring default battle here. The thing that made it a boss was that there were a lot of enemies with high HP and they had super-powerful moves that mass-killed my party. I wish I could give this a good score for looking pretty.
---
I got wiped out the first time then the second time I realized I was fighting three rather than four enemies and tried the strategy of focusing on one enemy at a time and won rather easily. Didn't really engage with the theme of "Knowledge Is Power" at all, though.
---
The active-mode ATB really breaks this one for me. :/ So many things happening together overwhelmed me and gave me no time to get used to the system. Also, characters don't seem to have well-defined "roles" (attacker, healer, etc): this is not bad in itself, but it adds to the confusion, since I had no time to get to know them before the battle. Probably this one will be much better as a part of a gamer rather than a stand-alone.
Sacred Earth (by Skie Fortress): 4 votes
FIRST PLACE WINNER
Detailed feedback:
The mechanics are pretty tough to grasp in one shot. You'd have to get used to the mechanics and try a few battles first. You need to know how the boss works first. You try and die and learn from your death. That's wonderful!
Somewhat related, and also fun, the enemies have a pretty defined pattern which will work in your favor if you know about it. The game seems to heavily reward hitting elemental weaknesses, since I found it deals heck of a lot more damage than normal. Each enemy also has a "passive", one of them will counter every Ether attack, and the other will negate your Chains.
I liked that each action seems to have depth in it: You can choose how long your attack "chains" are, you can decide whether to cast a stronger one or switch between partymembers, there are a lot of possibilities and different things you can experiment with!
---
Too many things to read about before the battle. No, seriously, TOO MANY. I had forgotten everything when the battle itself started. Luckily, I could understand how the system worked after only reading the very basics of the tutorial. There's an ATB, but it stops when I have to choose attacks, so at least I have time to form some kind of strategy.
Defeated characters come back by themselves after a while; except for one time when another character joined instead of the old one. I didn't understand why, but oh well. It's a nice combat system, but it suffers too much from the lack of context. It probably will be much better as a part of a game.
---
I can't beat this. The battle mechanics are interesting but I can't figure out how to survive it! I don't see how to heal myself other than using the barriers which doesn't heal much. I can see this being easier for me once I learn how to fight it. I guess there's too much thrown at you. Would be nicer to see it progress in a game so you go from just using the basic attacks to learning more as you go.
---
This one was great! The battle system is unique, and the boss was actually really difficult. This person did a good job.
---
Right off the bat the visuals catch my eye but we're not supposed to judge that. The downside is there's a LOT of text to fight through before I can get into the fight. I shouldn't need a library, a battle system should be intuitive. EP, LF, I don't know what these stand for. Use standard abbreviations so you don't confuse players. This seems to subscribe to the "more menus and more shit to learn = good game" way of thinking.
---
I have no idea how to play this. The amount of info dump in the beginning is literally too much for any human mind to absorb. And I can't figure out any tactic not to get instantly destroyed by the overpowered enemies. There are a lot of sick features and graphics on display here which is really commendable, but this kind of battle system with its epic complexity just falls on its face when robbed of context or, as I like to call it, gradually learning the systems by playing the game up to this point.
Also, it seemed far too random whether the enemies would fuck around with me for a while dealing single-digits damage or just immediately wipe out all of my dudes on turn one. Going into my fourth attempt I was like "Okay, don't use Ethers on the Blonde Guy and don't use Skill Chains on the guy with the tail. Got it! Let's do this!" and then they just wiped my party on turn one!
And what's up with there being no way to heal?
Somewhat related, and also fun, the enemies have a pretty defined pattern which will work in your favor if you know about it. The game seems to heavily reward hitting elemental weaknesses, since I found it deals heck of a lot more damage than normal. Each enemy also has a "passive", one of them will counter every Ether attack, and the other will negate your Chains.
I liked that each action seems to have depth in it: You can choose how long your attack "chains" are, you can decide whether to cast a stronger one or switch between partymembers, there are a lot of possibilities and different things you can experiment with!
---
Too many things to read about before the battle. No, seriously, TOO MANY. I had forgotten everything when the battle itself started. Luckily, I could understand how the system worked after only reading the very basics of the tutorial. There's an ATB, but it stops when I have to choose attacks, so at least I have time to form some kind of strategy.
Defeated characters come back by themselves after a while; except for one time when another character joined instead of the old one. I didn't understand why, but oh well. It's a nice combat system, but it suffers too much from the lack of context. It probably will be much better as a part of a game.
---
I can't beat this. The battle mechanics are interesting but I can't figure out how to survive it! I don't see how to heal myself other than using the barriers which doesn't heal much. I can see this being easier for me once I learn how to fight it. I guess there's too much thrown at you. Would be nicer to see it progress in a game so you go from just using the basic attacks to learning more as you go.
---
This one was great! The battle system is unique, and the boss was actually really difficult. This person did a good job.
---
Right off the bat the visuals catch my eye but we're not supposed to judge that. The downside is there's a LOT of text to fight through before I can get into the fight. I shouldn't need a library, a battle system should be intuitive. EP, LF, I don't know what these stand for. Use standard abbreviations so you don't confuse players. This seems to subscribe to the "more menus and more shit to learn = good game" way of thinking.
---
I have no idea how to play this. The amount of info dump in the beginning is literally too much for any human mind to absorb. And I can't figure out any tactic not to get instantly destroyed by the overpowered enemies. There are a lot of sick features and graphics on display here which is really commendable, but this kind of battle system with its epic complexity just falls on its face when robbed of context or, as I like to call it, gradually learning the systems by playing the game up to this point.
Also, it seemed far too random whether the enemies would fuck around with me for a while dealing single-digits damage or just immediately wipe out all of my dudes on turn one. Going into my fourth attempt I was like "Okay, don't use Ethers on the Blonde Guy and don't use Skill Chains on the guy with the tail. Got it! Let's do this!" and then they just wiped my party on turn one!
And what's up with there being no way to heal?
The End is Near (by orochii): 0 votes
Detailed feedback:
Several people had problems running this game. It gave error messages in a Spanish. Other people were able to run it fine.
---
The main gimmick in the battle doesn't seem to actually work at all. It's based around abilities and effects that say, in their descriptions, that they boost, lower, or depend on the INT of either your characters or the boss. This actually seems neat. But, uh... as far as I can tell, they don't. The battle events don't seem to work right. So, whatever. A shame, because if it actually all worked, it would be one of the ones that most closely fit the "Knowledge is Power" theme.
---
All the focus on intelligence-based skills combined with the ability for you or the boss to raise or lower your int was legitimately cool and fun and a nice use of the theme, up until I figured out that my healing and berserking weren't actually int-based. I raised my fighter's int three five times in a row and she was still berserk and didn't seem to get healed any more than before. On another attempt she got her int reduced seven times without going berserk. Either I misunderstood something or it was broken.
---
The main gimmick in the battle doesn't seem to actually work at all. It's based around abilities and effects that say, in their descriptions, that they boost, lower, or depend on the INT of either your characters or the boss. This actually seems neat. But, uh... as far as I can tell, they don't. The battle events don't seem to work right. So, whatever. A shame, because if it actually all worked, it would be one of the ones that most closely fit the "Knowledge is Power" theme.
---
All the focus on intelligence-based skills combined with the ability for you or the boss to raise or lower your int was legitimately cool and fun and a nice use of the theme, up until I figured out that my healing and berserking weren't actually int-based. I raised my fighter's int three five times in a row and she was still berserk and didn't seem to get healed any more than before. On another attempt she got her int reduced seven times without going berserk. Either I misunderstood something or it was broken.
The Scorpion (by flying_pancake): 2 votes
Detailed feedback:
Each enemy has a set elemental strength and weakness. That in itself is a pattern that you have to figure out, and despite it's simplicity, it works! Almost immediately, though, I was told what will work against what. This removes the problem solving portion of the game.
---
It's not hard to put in descriptions so you know what you're actually doing! Why does the attack heal the enemy, and why do the other 2 characters not have any skills? Ohhh, I threw the dictionary, it makes sense now! OK I won. I wish the other 2 characters did something, but that color system is simple and nice. And it's nice to win after all these losses in the other battles!
---
I found that the scorpion was an interesting concept, but the problem was s/he only made ONE CHARACTER useful. The other two characters lacked abilities, and were mainly there to re-heal, etc. The boss battle was long, and seemed to take quite a while. The concept was good, but the designer failed to make it innovative and balanced.
---
When I throw the dictionary, it falls onto the ground and I can read hints about the enemy. That is very cool. It employs the theme of the contest very well.
---
Middle party member has nothing to do but attack, final party member should LITERALLY do NOTHING the whole battle, and the first party member, who does everything useful, has no way to restore MP. Boss has too much HP and too little way of dealing damage, making the whole thing rather tedious. That said it engaged well with the theme and the thing with the dictionary was legitimately kind of clever.
---
It may have been the intention, but it felt very buggy to me, and I won just by blasting its head with the same skill every turn while the character who always seemed to heal the monster did nothing, and the other one just hit whichever other part I felt was most annoying to me at the time.
---
It's not hard to put in descriptions so you know what you're actually doing! Why does the attack heal the enemy, and why do the other 2 characters not have any skills? Ohhh, I threw the dictionary, it makes sense now! OK I won. I wish the other 2 characters did something, but that color system is simple and nice. And it's nice to win after all these losses in the other battles!
---
I found that the scorpion was an interesting concept, but the problem was s/he only made ONE CHARACTER useful. The other two characters lacked abilities, and were mainly there to re-heal, etc. The boss battle was long, and seemed to take quite a while. The concept was good, but the designer failed to make it innovative and balanced.
---
When I throw the dictionary, it falls onto the ground and I can read hints about the enemy. That is very cool. It employs the theme of the contest very well.
---
Middle party member has nothing to do but attack, final party member should LITERALLY do NOTHING the whole battle, and the first party member, who does everything useful, has no way to restore MP. Boss has too much HP and too little way of dealing damage, making the whole thing rather tedious. That said it engaged well with the theme and the thing with the dictionary was legitimately kind of clever.
---
It may have been the intention, but it felt very buggy to me, and I won just by blasting its head with the same skill every turn while the character who always seemed to heal the monster did nothing, and the other one just hit whichever other part I felt was most annoying to me at the time.
Everything Ends (by Max McGee): 2 votes
Detailed feedback:
That hit-all stun skill is too cheap. TOO CHEAP. When everyone is stunned, it's practically a death sentence. That is not a challenge designed to be overcome, that is just plain cheap. It is even more fortified by the fact that I was actually dealing well over 700 damage every turn and I had over 600 Hp for everyone until that stun skill immediately kills me. There seems to be no actual way to, you know, survive it. Even when I managed to enter the second form battle with high HP, I still managed to die. You know why? Because I COULD NOT DO ANYTHING. STUNNED. EVERYONE. SIX TIMES. This is not fun :(
It was too long. My first try took me very long just to reduce his HP. He then casts a REGEN spell and makes it take LONGER. Most of the time spent in battle is pretty repetitive: becoming tedious. I can repeat my skillsets over and over for efficient damage, but the boss just has too much HP. Reduce it by ~10000 maybe? Or remove his REGEN spell?
Nice synergy. I liked how the party members' skillsets can complement each other, but it was still pretty limiting in many ways. With the turn system, you are allowed to have one participant do multiple actions, and can select which participant to act.
There are a lot of skills available at your disposal immediately, and it ranges from low damage, damage over time, high damage, healing, revival, status effects, buffs, debuffs, etc. The skill combination possibilities are very wide. This was good.
Most of the skills aren't explained very well. What is Accelerate? What is Celerity? What is a Dragonstear? What does Hecatomb do? Sometimes, I try using it and see no difference: Celerity. It just makes your turn icon glow.
"Q: This one skill description is notably vaguer than the others! It's downright cryptic!
A: That probably means that particular skill is important. Ah, but how!"
Thinking strategically doesn't help when you don't know what can possibly happen. This actually seemed intentional. I don't know how to fix it if the developer doesn't think it's broken.
---
This guy attacks 20 billion times per turn. I quit out and it's not easy to figure out what the effects actually do. All-stun is terrible too.
---
The battle system was very good, and required a lot of thinking in order to defeat him. The commands were unique, and the boss was nice and challenging. (I died once.)
---
Very interesting and strategic battle system. The characters have well-defined roles, there are a lot of synergies between skills, and everything. My personal favorite. It's VERY hard (I still couldn't beat it), but it still feels fair. There's no arbitrary "right thing" to do, you just have to master the system. This one has a big tutorial too, but luckily it's in text format so I can keep it open and consult it as I play.
It was too long. My first try took me very long just to reduce his HP. He then casts a REGEN spell and makes it take LONGER. Most of the time spent in battle is pretty repetitive: becoming tedious. I can repeat my skillsets over and over for efficient damage, but the boss just has too much HP. Reduce it by ~10000 maybe? Or remove his REGEN spell?
Nice synergy. I liked how the party members' skillsets can complement each other, but it was still pretty limiting in many ways. With the turn system, you are allowed to have one participant do multiple actions, and can select which participant to act.
There are a lot of skills available at your disposal immediately, and it ranges from low damage, damage over time, high damage, healing, revival, status effects, buffs, debuffs, etc. The skill combination possibilities are very wide. This was good.
Most of the skills aren't explained very well. What is Accelerate? What is Celerity? What is a Dragonstear? What does Hecatomb do? Sometimes, I try using it and see no difference: Celerity. It just makes your turn icon glow.
"Q: This one skill description is notably vaguer than the others! It's downright cryptic!
A: That probably means that particular skill is important. Ah, but how!"
Thinking strategically doesn't help when you don't know what can possibly happen. This actually seemed intentional. I don't know how to fix it if the developer doesn't think it's broken.
---
This guy attacks 20 billion times per turn. I quit out and it's not easy to figure out what the effects actually do. All-stun is terrible too.
---
The battle system was very good, and required a lot of thinking in order to defeat him. The commands were unique, and the boss was nice and challenging. (I died once.)
---
Very interesting and strategic battle system. The characters have well-defined roles, there are a lot of synergies between skills, and everything. My personal favorite. It's VERY hard (I still couldn't beat it), but it still feels fair. There's no arbitrary "right thing" to do, you just have to master the system. This one has a big tutorial too, but luckily it's in text format so I can keep it open and consult it as I play.
Family Life (by Killer Wolf): 1 vote
Detailed feedback:
There's no feeling of progression. The enemy doesn't change behavior. There's no enemy HP bar. I can't even tell what the enemy is going to do. If the developer decided to use no graphics, then what about text box events at defined parts?
With all the nonstandard vocabulary I couldn't tell what is what. The skill descriptions are not actually very helpful, since I still couldn't understand the terminology used well enough.
---
This one was quite interesting, as all you do is argue with the father for 5 days. It is very, very tactical, and requires focus, or else he will eliminate a few of the characters. Very fun.
---
The idea is good and funny, but... why RM2k3? It totally ruins the system. :/ If this was made in RM2K, the text-based battle system could have made up for the lack of graphics AND could have been funnier. As it is, I cannot understand what I have to do, how I have to do it, if the skills I use have any effect at all, what do these numbers that show up on the black screen mean...
---
Despite you saying "Don't factor in graphics and music", having no pictures at all was confusing, just using *something* would have helped me to see what I'm actually doing or what's actually going on rather than seeing numbers bounce around in a dark screen. I can appreciate the weird ideas going on here but I can't rate that too highly either. Would be nicer if it wasn't just 5 battles after another.
---
This seems like it should be really cool, but it's entirely black and I have no idea what's going on at all. There is no enemy? I understand that I shouldn't judge on graphics, but that's about the quality of graphics. Having no graphics at all just leads to confusion. This is borderline unplayable.
On the other hand, the concept (an argument with an angry dad) is absolutely brilliant (and fits the theme). So even though this really didn't go anywhere, lots of points for that.
---
This is not unclever and some of the mechanics worked as should, but I had two main mechanical problems.
1) The amount of available abilities and status effects, especially when they're all so nontraditional and oddly named, is really overwhelming. And they're all heaped on the player all at once.
2) While I had MP, I was doing fine at guessing which abilities did what. I could not figure out how to restore MP, no matter what I tried, and hence I felt like winning was impossible.
With all the nonstandard vocabulary I couldn't tell what is what. The skill descriptions are not actually very helpful, since I still couldn't understand the terminology used well enough.
---
This one was quite interesting, as all you do is argue with the father for 5 days. It is very, very tactical, and requires focus, or else he will eliminate a few of the characters. Very fun.
---
The idea is good and funny, but... why RM2k3? It totally ruins the system. :/ If this was made in RM2K, the text-based battle system could have made up for the lack of graphics AND could have been funnier. As it is, I cannot understand what I have to do, how I have to do it, if the skills I use have any effect at all, what do these numbers that show up on the black screen mean...
---
Despite you saying "Don't factor in graphics and music", having no pictures at all was confusing, just using *something* would have helped me to see what I'm actually doing or what's actually going on rather than seeing numbers bounce around in a dark screen. I can appreciate the weird ideas going on here but I can't rate that too highly either. Would be nicer if it wasn't just 5 battles after another.
---
This seems like it should be really cool, but it's entirely black and I have no idea what's going on at all. There is no enemy? I understand that I shouldn't judge on graphics, but that's about the quality of graphics. Having no graphics at all just leads to confusion. This is borderline unplayable.
On the other hand, the concept (an argument with an angry dad) is absolutely brilliant (and fits the theme). So even though this really didn't go anywhere, lots of points for that.
---
This is not unclever and some of the mechanics worked as should, but I had two main mechanical problems.
1) The amount of available abilities and status effects, especially when they're all so nontraditional and oddly named, is really overwhelming. And they're all heaped on the player all at once.
2) While I had MP, I was doing fine at guessing which abilities did what. I could not figure out how to restore MP, no matter what I tried, and hence I felt like winning was impossible.
Ninja Battle (by supremewarrior): 0 votes
Detailed feedback:
I can beat this without losing either HP OR MP. I caused the boss to Bleed and Paralyze and he isn't doing anything. Someone else said it's supposed to summon skeletons. It didn't. The enemy did absolutely NOTHING over the course of my play. Reduce Paralyze's state timer, or make the main boss immune to it. No threat, flawless victory.
---
The boss fight took too long, paralyze lasts forever, and the enemies have too much HP. Other than that, once you paralyze them, you have 0 worries. That and some of the skills aren't even needed, like if you have fire-all, you don't need air-all, or even the single target ones since you easily restore your MP. Most of it was just paralyze+bleed and then attack/fire-all/stone-all over and over again.
---
This one looked innovative, but all you really need to do is Paralyze/Poison...no, really. I didn't find this one hard in any form or way.
---
The only thing notable about this battle is that you have multiple weapons to choose from for the basic attack. Listing the MP cost for the skills in the description is redundant. Battle was boring five minutes in and I closed it. I see no connection to the "knowledge is power" theme.
---
Beginning of Battle: Successfully paralyzed enemy, beat crap out of him with katanas while he did nothing.
Middle of Battle: Successfuly paralyzed enemy, slowly sawed through his health with RM2k Poison and katana beatings while he did nothing.
End of Battle: Killed main bad guy, fought incredibly long grueling losing impossible to win war of attrition with his four summoned skeleton lackies. Died.
---
The boss fight took too long, paralyze lasts forever, and the enemies have too much HP. Other than that, once you paralyze them, you have 0 worries. That and some of the skills aren't even needed, like if you have fire-all, you don't need air-all, or even the single target ones since you easily restore your MP. Most of it was just paralyze+bleed and then attack/fire-all/stone-all over and over again.
---
This one looked innovative, but all you really need to do is Paralyze/Poison...no, really. I didn't find this one hard in any form or way.
---
The only thing notable about this battle is that you have multiple weapons to choose from for the basic attack. Listing the MP cost for the skills in the description is redundant. Battle was boring five minutes in and I closed it. I see no connection to the "knowledge is power" theme.
---
Beginning of Battle: Successfully paralyzed enemy, beat crap out of him with katanas while he did nothing.
Middle of Battle: Successfuly paralyzed enemy, slowly sawed through his health with RM2k Poison and katana beatings while he did nothing.
End of Battle: Killed main bad guy, fought incredibly long grueling losing impossible to win war of attrition with his four summoned skeleton lackies. Died.
Versus Krio (by wolftriplex): 0 votes
Detailed feedback:
I can't tell whether I'm winning or losing. No change for 10 minutes mashing spacebar. This is a big problem! There's no easy way of fixing this that comes to mind, really. Tell us how much party members we have left if it's finite? Seeing enemy health bars isn't necessarily needed, but not being able to see how close my own party is to losing either is nuts.
All party members are practically the same. They all have similar skillsets,
they all die in one hit, they all say random dialogue.
The enemy deals more damage than a character's Max HP. Per hit. Add some variance! All-targeting damage, minions, status effects, there are a lot you can do!
* The cheap kill penalty is lesser due to the fact that the game accounts for it by providing additional party members. But this in itself isn't really a good thing!
---
Weird battle, and your party members get one hit killed easily. It is amusing for the characters to say "nooooo, they killed x member!" but other than that, there isn't much you can do about it. Got 3 characters killed at once, then they killed the other one, hoping that "Rest" would heal me or something. It didn't. Other than that, I think Aura Barrier (which I used sometimes if the character had it) and using your spell until you quickly ran out of MP was all I could do. Attacks always missed so it was hard to rely on it.
---
I felt that it just was about spamming the attack button. The characters die too quickly for them to be useful. Not the best one.
---
I had no idea what was going on, and I felt like the complete lack of healing options, item options, intentional party changing or explanation made this pretty much impossible. Like all entries, there were good ideas here--in this case that each party member who died would be replaced by another. But the systems here were too opaque for me to really make an informed attempt at winning. A simple readme might have helped a lot.
--
Tried 3 times and died, gave up because I had no idea of what I could have done to improve my performance. Active ATB with tons of different characters and no time to get to know them. VERY BAD idea. And it all seems so... random. He kills my characters with a single hit, I can't control who I want to use, I can't heal or revive fallen characters, I can't understand why he sometimes seems to resist light and sometimes seems weak against it.
All party members are practically the same. They all have similar skillsets,
they all die in one hit, they all say random dialogue.
The enemy deals more damage than a character's Max HP. Per hit. Add some variance! All-targeting damage, minions, status effects, there are a lot you can do!
* The cheap kill penalty is lesser due to the fact that the game accounts for it by providing additional party members. But this in itself isn't really a good thing!
---
Weird battle, and your party members get one hit killed easily. It is amusing for the characters to say "nooooo, they killed x member!" but other than that, there isn't much you can do about it. Got 3 characters killed at once, then they killed the other one, hoping that "Rest" would heal me or something. It didn't. Other than that, I think Aura Barrier (which I used sometimes if the character had it) and using your spell until you quickly ran out of MP was all I could do. Attacks always missed so it was hard to rely on it.
---
I felt that it just was about spamming the attack button. The characters die too quickly for them to be useful. Not the best one.
---
I had no idea what was going on, and I felt like the complete lack of healing options, item options, intentional party changing or explanation made this pretty much impossible. Like all entries, there were good ideas here--in this case that each party member who died would be replaced by another. But the systems here were too opaque for me to really make an informed attempt at winning. A simple readme might have helped a lot.
--
Tried 3 times and died, gave up because I had no idea of what I could have done to improve my performance. Active ATB with tons of different characters and no time to get to know them. VERY BAD idea. And it all seems so... random. He kills my characters with a single hit, I can't control who I want to use, I can't heal or revive fallen characters, I can't understand why he sometimes seems to resist light and sometimes seems weak against it.
Lunatic Dream (by Rhyme): 3 votes
Detailed feedback:
It is a bit laggy for me. I did just fine in it though, until instant death spells were thrown. I really dislike those. Nice ideas and wasn't TOO hard for me especially when I figured out how it worked. And it felt like an accomplishment beating the boss when I finally won. (I beat a rhymeboss, this is amazing)
---
I found this one quite intriguing. The battle system is interesting, and seems to be well made. Unfortunately, the game locks up if i try to attack, dunno WHY it would do that.....
---
At first my characters can't do anything but pass. Apparently I have to go out of my way to configure them to have attacks—I was gonna go right in with the default and see how that went, but apparently by default they're equipped to do nothing but stand around and get their asses handed to them. That seems shitty. This seems like another case of "the gameplay is in reading the menus". Here's a hint: it shouldn't be.
---
The mechanics were slick, it gave the player a lot of options, and everything made sense. I didn't feel as burdened down as I did with the Scared Earth one or Everything Ends. It wasn't that the battle was easy, because I haven't actually beaten it yet (partially due to an unfortunate crash during a really good fight), it just felt the most complete to me.
---
The first time I didn't understand I had to set my characters and went into battle. Hilarity ensued. Seems like the core of the system is using enemies' elemental weaknesses, but it's not always clear how to do it... One of the best entries. Judging only the gameplay, probably my #2 favorite.
---
I found this one quite intriguing. The battle system is interesting, and seems to be well made. Unfortunately, the game locks up if i try to attack, dunno WHY it would do that.....
---
At first my characters can't do anything but pass. Apparently I have to go out of my way to configure them to have attacks—I was gonna go right in with the default and see how that went, but apparently by default they're equipped to do nothing but stand around and get their asses handed to them. That seems shitty. This seems like another case of "the gameplay is in reading the menus". Here's a hint: it shouldn't be.
---
The mechanics were slick, it gave the player a lot of options, and everything made sense. I didn't feel as burdened down as I did with the Scared Earth one or Everything Ends. It wasn't that the battle was easy, because I haven't actually beaten it yet (partially due to an unfortunate crash during a really good fight), it just felt the most complete to me.
---
The first time I didn't understand I had to set my characters and went into battle. Hilarity ensued. Seems like the core of the system is using enemies' elemental weaknesses, but it's not always clear how to do it... One of the best entries. Judging only the gameplay, probably my #2 favorite.
Everyone who participated will get makerscore and an achievement. Skie_Fortress will get more makerscore and a better achievement.
Archaea_Nessiah also actually recorded videos of playing through all these fights, which I thought was pretty cool. If she wants to post them here, I imagine people would enjoy watching.
Alright~
Here it is~ The Awesome Challenge I suggest! Whoever spits rhyme will be the best-
By the way, Trien doesn't work or rather I made it work but the font was so messed up for some reason I didn't even bother. It was painful and hard to read.
But yeah I included videos to show that I actually played all of these to completion as much as possible and how I won, haha. I'll put them in order of enjoyability that I had :D
My Top Two
-The ones I really enjoyed-
1.Lunatic Dream:
2.Sacred Earth Memory:
What I'm not sure of
- I can't really evaluate them both -
Blue Ocean
Everything Ends
The Errr....Ones
-The ones that made me, huh???-
Family Life
This game felt like a text adventure game. What is the strategy here? Well, take note what the Angry dad says, pick the skill to counter that and annoy the hell out of him. Then you win. That's how I did it literally. I don't even know what else there is to say.
Ninja Battle
Spam status effects on the get-go. The boss dies pretty quick, summons skeletons that does nothing but attack. And they take forever to die. That's how it really is :|
The Scorpion
My youtube summarizes this very well:
Y beats R
R beats B
B beats Y
White beats Black
Magda deals elemental damage. Just look at her skill icons and attack the enemy that it's weak against that.
Venti hits hard.
Aspa is f*cking useless and heals the enemy.
Don't attack the stinger, it never dies.
That's really the gist of it.
Versus Krio
My youtube summarizes this very well:
What the hell am I playing?
The enemy attacks is far more than your character hp, the characters get automatically replaced. The dialogue is LOLtastic. All I did in the end was mash attack with the spiky haired dude and almost everyone has the same skill set.
Stategy? What Strategy??!?!
This is like one of those scripted boss fights where the lackeys die first and then gets replaced with the true heroes or something. This doesn't feel like a boss fight at all.
Ranking wise:
Lunatic Dream
Sacred Earth Memory
Paradise Blue
Everything Ends
Here it is~ The Awesome Challenge I suggest! Whoever spits rhyme will be the best-
By the way, Trien doesn't work or rather I made it work but the font was so messed up for some reason I didn't even bother. It was painful and hard to read.
But yeah I included videos to show that I actually played all of these to completion as much as possible and how I won, haha. I'll put them in order of enjoyability that I had :D
My Top Two
-The ones I really enjoyed-
1.Lunatic Dream:
Oh man... this boss fight. This entry is actually my favorite in terms of playability (and I admit partly because of the game mechanics being to my tastes). Ok here goes...
You assign 4 commands and a Regalia. The 4 commands are absolutely vital for your survival. While the Regalia affects your stats and your elemental weaknesses, etc. This game is to be played through numerous trial and error and different builds. Once you get the pattern it's easier to understand.
The other thing that wasn't explained at all is the magnificent Judge System. The Judge System "judges" your playing style. Such cases are:
1.) If your HP is/almost past halfway, the player would usually heal the character before he reaches critical levels. But the Judge System likes it when you take risks, if for example you healed exactly when your HP is at critical levels, it will cause a BREAK! (Or Critical in some games) and will go towards your favor.
2.) Abusing Status effects to your liking (or trying to inflict them as much as possible) also goes towards your favor.
3.) A critical hit/BREAK will goes towards your favor.
4.) Hitting the enemy with their weakness goes towards your favor.
And when you achieved said things, I believe there's more, the Judge System grants your party more turns per round and increases the chances of your attacks to hit the enemy. So this game is about appealing to the Judge System and getting the court into your side. The enemy has the same advantage for this. That is why you can't just mash X here to win.
Which is exactly what this entry does. For one, the enemy is NOT CHEAP. If you think it is, then think again. What is your regalia? Are you sure that it's not your weakness whatsoever that hit you? Are you sure you weren't hit by a status effect and was used a skill that can instant kill you for having that status effect on you? Is the Judge System not lower than 22%? Etc. This game makes sure that all it's painful attacks have a MEANING. It isn't a cheap AOE STUN SKILL or some DEFENSE PIERCING SH*T, this game mocks you for going in with the wrong build. And I love it!
This is the type of game where you can be as crazy as you want, as much as your skills offer you. Which I think is great for an RPG (set aside the amazing musical atmosphere). Flaws-wise, I am not sure what kind of flaw I can bring out from it. There is the Missing/Accuracy issue, but that is actually game related. The higher the Judge points, the higher the chances you'll hit more and more. And the enemies miss too to give you that chance to recover, etc. So it's not like it's there to annoy you.
Oh yes, the enemy pattern. The enemy pattern itself is actually interesting and easy once you get it. For one, abusing their elemental weakness. Want to get rid of the two lackeys fast? Hit the shadow with Burst and the Angel with Void and just focus on the witch. They'll die on their own~
Want to get more Judge points? Flood the witch with status effects, look at her colors to determine what her element is right now (or check out her attack) and so forth. This game also gives you enough items to actually survive (and not abuseable). It makes sure that you take care of your healer and use supplies wisely. Overall, my experience with this game is great. I replayed it 15x and never got sick of it. Winning against the witch FELT GOOD. IT FELT GOOD. One thing that I don't recommend though, is to barge into battle without items. You're suicidal if you did that. It might be possible but I'm sure as hell I won't do it in any game or in real life.
You assign 4 commands and a Regalia. The 4 commands are absolutely vital for your survival. While the Regalia affects your stats and your elemental weaknesses, etc. This game is to be played through numerous trial and error and different builds. Once you get the pattern it's easier to understand.
The other thing that wasn't explained at all is the magnificent Judge System. The Judge System "judges" your playing style. Such cases are:
1.) If your HP is/almost past halfway, the player would usually heal the character before he reaches critical levels. But the Judge System likes it when you take risks, if for example you healed exactly when your HP is at critical levels, it will cause a BREAK! (Or Critical in some games) and will go towards your favor.
2.) Abusing Status effects to your liking (or trying to inflict them as much as possible) also goes towards your favor.
3.) A critical hit/BREAK will goes towards your favor.
4.) Hitting the enemy with their weakness goes towards your favor.
And when you achieved said things, I believe there's more, the Judge System grants your party more turns per round and increases the chances of your attacks to hit the enemy. So this game is about appealing to the Judge System and getting the court into your side. The enemy has the same advantage for this. That is why you can't just mash X here to win.
Which is exactly what this entry does. For one, the enemy is NOT CHEAP. If you think it is, then think again. What is your regalia? Are you sure that it's not your weakness whatsoever that hit you? Are you sure you weren't hit by a status effect and was used a skill that can instant kill you for having that status effect on you? Is the Judge System not lower than 22%? Etc. This game makes sure that all it's painful attacks have a MEANING. It isn't a cheap AOE STUN SKILL or some DEFENSE PIERCING SH*T, this game mocks you for going in with the wrong build. And I love it!
This is the type of game where you can be as crazy as you want, as much as your skills offer you. Which I think is great for an RPG (set aside the amazing musical atmosphere). Flaws-wise, I am not sure what kind of flaw I can bring out from it. There is the Missing/Accuracy issue, but that is actually game related. The higher the Judge points, the higher the chances you'll hit more and more. And the enemies miss too to give you that chance to recover, etc. So it's not like it's there to annoy you.
Oh yes, the enemy pattern. The enemy pattern itself is actually interesting and easy once you get it. For one, abusing their elemental weakness. Want to get rid of the two lackeys fast? Hit the shadow with Burst and the Angel with Void and just focus on the witch. They'll die on their own~
Want to get more Judge points? Flood the witch with status effects, look at her colors to determine what her element is right now (or check out her attack) and so forth. This game also gives you enough items to actually survive (and not abuseable). It makes sure that you take care of your healer and use supplies wisely. Overall, my experience with this game is great. I replayed it 15x and never got sick of it. Winning against the witch FELT GOOD. IT FELT GOOD. One thing that I don't recommend though, is to barge into battle without items. You're suicidal if you did that. It might be possible but I'm sure as hell I won't do it in any game or in real life.
2.Sacred Earth Memory:
The boss battle isn't easy or too hard. If you didn't pay attention to the enemy pattern then you're pretty much doomed. I will go in-depth here, but where's the fun in that? Or you could jump straight to the 3rd paragraph.
I don't find this complex at all as it reminds me heavily of Gust/Namco games. Basically, just read the tutorial. But for those who don't understand it still...
In a Nutshell, you need to have at least one square/block/whatever to swap party members with shift. Holding the Decision Key (z/enter) will extend your attacks and activate Link Arts if you see the rotating circle. Holding X/Cancel will use Crisis Recover that will recover your HP/MP. People get revived at specific number of turns (I think it was 3-5). That's about it.
Problem solving is pretty easy on this one. Just remember Balcruade's pattern, once he used Angelic Awakening and/or Iron Feather (I think that was it.) make sure to guard or else he'd swipe you off with Aegis Stream. They also have unique attributes to them. Balcruade counters against all Magical attacks against him (but they still take effect afterwards, provided you don't die). Zuleika on the other hand makes sure you won't get the chance to attack her at all. Reaper's Edge has a small chance to IKO.
Elemental weakness plays a huge role in this game. Such example is, Balcruade and Gunnar are weak for each other. Because of this, Gunnar, while being the most versatile and most useful character, dies faster than the most because of Balcruade's attacks (like Aegis Stream) unless he focus'd on the right time. Skie obviously wanted you to make either a risky choice or not. I played this a lot of times with party combinations, and 2x I died because I hated 2 characters (haha). But it's possible to beat them with any combination if you know what you are doing and abuse Link Arts (My Video shows this). There are no CHEAP KILLS. and understanding the game's features is key to winning.
I loved playing this game and enjoyed it because of the different patterns I experimented over it while changing party members. However, there's something about it I don't like about it that most Gust games tend to fall over--- That is to focus mostly on damage, damage and more damage. You can't inflict status effects, you can't, idk, have more variety. After a while, I tend to follow one pattern to defeat the enemy which I find more cost effective. Hopefully, in the full game this will be avoided.
I don't find this complex at all as it reminds me heavily of Gust/Namco games. Basically, just read the tutorial. But for those who don't understand it still...
In a Nutshell, you need to have at least one square/block/whatever to swap party members with shift. Holding the Decision Key (z/enter) will extend your attacks and activate Link Arts if you see the rotating circle. Holding X/Cancel will use Crisis Recover that will recover your HP/MP. People get revived at specific number of turns (I think it was 3-5). That's about it.
Problem solving is pretty easy on this one. Just remember Balcruade's pattern, once he used Angelic Awakening and/or Iron Feather (I think that was it.) make sure to guard or else he'd swipe you off with Aegis Stream. They also have unique attributes to them. Balcruade counters against all Magical attacks against him (but they still take effect afterwards, provided you don't die). Zuleika on the other hand makes sure you won't get the chance to attack her at all. Reaper's Edge has a small chance to IKO.
Elemental weakness plays a huge role in this game. Such example is, Balcruade and Gunnar are weak for each other. Because of this, Gunnar, while being the most versatile and most useful character, dies faster than the most because of Balcruade's attacks (like Aegis Stream) unless he focus'd on the right time. Skie obviously wanted you to make either a risky choice or not. I played this a lot of times with party combinations, and 2x I died because I hated 2 characters (haha). But it's possible to beat them with any combination if you know what you are doing and abuse Link Arts (My Video shows this). There are no CHEAP KILLS. and understanding the game's features is key to winning.
I loved playing this game and enjoyed it because of the different patterns I experimented over it while changing party members. However, there's something about it I don't like about it that most Gust games tend to fall over--- That is to focus mostly on damage, damage and more damage. You can't inflict status effects, you can't, idk, have more variety. After a while, I tend to follow one pattern to defeat the enemy which I find more cost effective. Hopefully, in the full game this will be avoided.
What I'm not sure of
- I can't really evaluate them both -
Blue Ocean
This game...where do I even start? Oh yes.
The skill set of the characters are actually straightforward and easy to understand. They do what they say will do. They make it pretty clear what kind of characters everyone is. And you can easily adapt to the situation you are presented in. The appearance of the boss characters should be pretty clear what kind of roles they play too and their possible weaknesses. Sun Flower Girl weak to Fire, Magician *cough* should be something you would be able to discover soon and Assassin-looking girl.
From what I played through it, there is no cheap tricks or attacks that makes you want to bite heads off. The game is pretty forgiving and warns you ahead of time. Yuka (sunflower girl) has a countdown to warn you if she is going to use an AOE attack, making you guard just in time. Marian (magician) does the same with the spinning book to show charging. Amelia, I actually didn't know what she did, I missed it.
Overall, spam as much status effects on this game. Silencer for Marian if you don't want her to cast spells at you, etc. While this is good and all, it also made the battle ridiculously easier. The item effects were pretty huge and the damage you deal with are strong enough not to be that worried. Overall, it just felt too easy. I'm probably used to super hard games though, so don't take my word for it.
The skill set of the characters are actually straightforward and easy to understand. They do what they say will do. They make it pretty clear what kind of characters everyone is. And you can easily adapt to the situation you are presented in. The appearance of the boss characters should be pretty clear what kind of roles they play too and their possible weaknesses. Sun Flower Girl weak to Fire, Magician *cough* should be something you would be able to discover soon and Assassin-looking girl.
From what I played through it, there is no cheap tricks or attacks that makes you want to bite heads off. The game is pretty forgiving and warns you ahead of time. Yuka (sunflower girl) has a countdown to warn you if she is going to use an AOE attack, making you guard just in time. Marian (magician) does the same with the spinning book to show charging. Amelia, I actually didn't know what she did, I missed it.
Overall, spam as much status effects on this game. Silencer for Marian if you don't want her to cast spells at you, etc. While this is good and all, it also made the battle ridiculously easier. The item effects were pretty huge and the damage you deal with are strong enough not to be that worried. Overall, it just felt too easy. I'm probably used to super hard games though, so don't take my word for it.
Everything Ends
I will say here what I said in youtube. I HATE THIS GAME. After multiple deaths and knowing the battle pattern, I just can't win against this damn bastard. AOE Stun Attack? ahahahahahahaa. Not funny. I don't think it's shown in the video, but whatever. I replayed this battle for like 25x and everytime I think I'll win, f*cking dominate gets me. This is a horrible sponge monster battle thing I don't even-
Okay, let me start from the beginning. I read the readme. I saw that the skills aren't exactly straightforward on what they do, but hey I tried to work around with it. The First form of the boss takes FOREVER to kill. The Second form is a f*cking cheat. He gets 3 turns while we get 1-2-3 if we're lucky. I don't even know what's going on here.
Okay, so let's play more strategically, Hart has an amazing-ish skill set and Ratenia whatever. The medic dude has decent attack. The girl who you have to absorb some Gnosis takes a while but her skill set is decent. The only thing that makes this game a f*cking annoying adventure is:
1.) You get 1 revive item and 10 items that only works on that one person who can't even revive party members.
2.) Rage/Whatever fills so slowly that you have a feeling you'll be fucked sooner or later if 3 characters die at once or something.
3.) AREA OF EFFECT STUN ATTACK. THAT IS JUST CHEAP.
4.) DOMINATE DOMINATE DOMINATE DOMINATE. Add in the LIMITED 2-3 TURNS FOR 4 PARTY MEMBERS THAT IS DOMINATED AND YOU WILL WASTE A TURN.
5.) The Healing whatevers don't work all the time. I can't get Dominate/Sleep/etc. at most times GARGHGHGHGHG.
6.) It takes forever to kill the damn bastard.
This video isn't the best playthrough I had, I had a better one but it takes forever and eating more than 5 gigs whenever I was recording. But overall, it's dragging for FARRRRR TOOOOO LOOONNG. It's those type of WRPG Battles that I don't even know how to react to it other than say, you hax boss!!!!!
*huffs* Okay, part of the reason I liked this game was mostly the skills, the ideas are pretty great and I can see what the author (I'm assuming Max) is trying to do. HOWEVER, its glaring flaws are so glaring that I can't appreciate this game than I should because of frustration.
I will end it here, I did enjoy the first 5, but when it was starting to get ridiculous like FUCKING DOMINATE AND AOE STUN and replaying 25x. I was just tempted to punch the developer in the face.
Okay, let me start from the beginning. I read the readme. I saw that the skills aren't exactly straightforward on what they do, but hey I tried to work around with it. The First form of the boss takes FOREVER to kill. The Second form is a f*cking cheat. He gets 3 turns while we get 1-2-3 if we're lucky. I don't even know what's going on here.
Okay, so let's play more strategically, Hart has an amazing-ish skill set and Ratenia whatever. The medic dude has decent attack. The girl who you have to absorb some Gnosis takes a while but her skill set is decent. The only thing that makes this game a f*cking annoying adventure is:
1.) You get 1 revive item and 10 items that only works on that one person who can't even revive party members.
2.) Rage/Whatever fills so slowly that you have a feeling you'll be fucked sooner or later if 3 characters die at once or something.
3.) AREA OF EFFECT STUN ATTACK. THAT IS JUST CHEAP.
4.) DOMINATE DOMINATE DOMINATE DOMINATE. Add in the LIMITED 2-3 TURNS FOR 4 PARTY MEMBERS THAT IS DOMINATED AND YOU WILL WASTE A TURN.
5.) The Healing whatevers don't work all the time. I can't get Dominate/Sleep/etc. at most times GARGHGHGHGHG.
6.) It takes forever to kill the damn bastard.
This video isn't the best playthrough I had, I had a better one but it takes forever and eating more than 5 gigs whenever I was recording. But overall, it's dragging for FARRRRR TOOOOO LOOONNG. It's those type of WRPG Battles that I don't even know how to react to it other than say, you hax boss!!!!!
*huffs* Okay, part of the reason I liked this game was mostly the skills, the ideas are pretty great and I can see what the author (I'm assuming Max) is trying to do. HOWEVER, its glaring flaws are so glaring that I can't appreciate this game than I should because of frustration.
I will end it here, I did enjoy the first 5, but when it was starting to get ridiculous like FUCKING DOMINATE AND AOE STUN and replaying 25x. I was just tempted to punch the developer in the face.
The Errr....Ones
-The ones that made me, huh???-
Family Life
This game felt like a text adventure game. What is the strategy here? Well, take note what the Angry dad says, pick the skill to counter that and annoy the hell out of him. Then you win. That's how I did it literally. I don't even know what else there is to say.
Ninja Battle
Spam status effects on the get-go. The boss dies pretty quick, summons skeletons that does nothing but attack. And they take forever to die. That's how it really is :|
The Scorpion
My youtube summarizes this very well:
Y beats R
R beats B
B beats Y
White beats Black
Magda deals elemental damage. Just look at her skill icons and attack the enemy that it's weak against that.
Venti hits hard.
Aspa is f*cking useless and heals the enemy.
Don't attack the stinger, it never dies.
That's really the gist of it.
Versus Krio
My youtube summarizes this very well:
What the hell am I playing?
The enemy attacks is far more than your character hp, the characters get automatically replaced. The dialogue is LOLtastic. All I did in the end was mash attack with the spiky haired dude and almost everyone has the same skill set.
Stategy? What Strategy??!?!
This is like one of those scripted boss fights where the lackeys die first and then gets replaced with the true heroes or something. This doesn't feel like a boss fight at all.
Ranking wise:
Lunatic Dream
Sacred Earth Memory
Paradise Blue
Everything Ends






















