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Act I+ Beta: What to expect

Presently, the public beta of Act I+ is in the submission queue and awaiting approval. As a result of tough scheduling and my own last-minute decision to submit to Release Something! 11, I wasn't able to put as much time into polishing and testing it as I should have, but I guess that comes with the territory of RS!.

I believe everything in the game is fully functional, including the new battle system and stats. It was just playtested two days ago from start to finish and the only thing I changed since then was some bugfixes back-ported from Act II and some updated graphics. I highly doubt that broke anything, but hey, anything is possible.

As far as controls go, it's the same as any other RMXP game with one addition: the Shift key. The Shift key skips cutscenes. I believe it works in every scene, but there might be some edge cases that I haven't tested for.

That being said, I hope you enjoy it! I would appreciate any and all feedback so that I can make the finished game as great as possible.

Posts

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I played through the beta. Thoughts:

Furniture in some places isn't solid. There's a number of indoor locations in East Naven, for example, particularly the armor shop, library, and Ned's bar. The Hall of Legends, too.

Librarian in East Naven has an "Test" line spoken by Auria.

I think characters suffer a bit from the cuts. The events around Auria, Seri, and Zaqris heading off together feel a little fuzzy; it'd probably benefit from a little more dialogue at the end of her flashback.

Ejaro seems to say "." at one point during his dialogue after you pick your weapons. In retrospect, that's probably the flashback line that appears in yellow after the Weapon fight, but narration or a thought from Auria would make it a little clearer that there was a line we couldn't hear.

Some journal entries appear too soon, or seem relevant only to the old Act 1 (Oltram, Garas, maybe Virad). Banzdown entry is blank. I don't think some of the quests can be finished (finding George, finding Belladonna), though it's possible I just missed those.

Damage numbers seem wrong; I see "65" appear above Zaqris, and then he's missing 131 HP. The same happens with First Aid, which displays 150 and heals 300.

Cutscene before Weapon fight doesn't seem skippable. That's a bit of a problem, considering that that fight's a pain to win on Veteran. If it's meant to feel like an uphill battle, it certainly accomplishes it; a Ginger Ale and a First Aid barely healed more than he was doing with a single attack, and his critical was apparently doing 1100 damage after the damage number error is taken into account. I wouldn't have been able to win at all if I hadn't picked up the Geofruit Soda in town, because I won literally right as I ran out of SP with Zaqris. Maybe that's an optional win, though, considering the "round two" right after it. The boss that follows is incredibly easy in comparison.

No other thoughts at the moment. Act I is definitely the slow part of the story, but it's enjoyable enough. You don't have many options in terms of gameplay, though, especially since the character you can choose to level up isn't present for either of the bosses.
Sailerius
did someone say angels
3214
Thanks for the feedback!

Furniture in some places isn't solid. There's a number of indoor locations in East Naven, for example, particularly the armor shop, library, and Ned's bar. The Hall of Legends, too.

Thanks for that. I hastily back-ported a tileset from Act II and must have forgotten to double-check the passability.

Librarian in East Naven has an "Test" line spoken by Auria.

Oops. >_> Wonder how long that's been there.

I think characters suffer a bit from the cuts. The events around Auria, Seri, and Zaqris heading off together feel a little fuzzy; it'd probably benefit from a little more dialogue at the end of her flashback.

Good idea. Although it isn't evident in this beta (obviously), the cuts in Seri's and Zaqris's presence in Act I are immediately compensated for in the beginning of Act II.

Ejaro seems to say "." at one point during his dialogue after you pick your weapons. In retrospect, that's probably the flashback line that appears in yellow after the Weapon fight, but narration or a thought from Auria would make it a little clearer that there was a line we couldn't hear.

Good idea. Maybe I'll use _'s or *'s instead of blank spaces for the line.

I don't think some of the quests can be finished (finding George, finding Belladonna), though it's possible I just missed those.

They should be completable.

Damage numbers seem wrong; I see "65" appear above Zaqris, and then he's missing 131 HP. The same happens with First Aid, which displays 150 and heals 300.

This is so weird! I can't figure out what's triggering this since I use the exact same code in Act II and this doesn't occur. Very bizarre.

Maybe that's an optional win, though, considering the "round two" right after it. The boss that follows is incredibly easy in comparison.

It is an optional win, although some testers have said that I should make it more difficult to make this more obvious.

No other thoughts at the moment. Act I is definitely the slow part of the story, but it's enjoyable enough.

Glad to hear it. The goal was to pare it down to the essentials in order to move you along into Act II.
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