• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
"No one intends to become a monster...
But it can happen to anyone."


Synopsis
The world is at peril. Creatures that appeared around 400 years ago have dominated the southern hemisphere, forming their own dystopian society, and are a constant threat. Most of humanity does nothing to fight back, and those that do rarely last. A stand must be taken, before the rest of the world is overrun...

But watch that you don't become that which you fight.

Warning: This game contains course language, pixelated violence, and depictions of torture and mutilation. Player discretion is advised.

Features
Thrall combines four different concepts into a single game. A rarity based loot system and skill tree system similar to what is seen in the Borderlands series, random dungeon generation similar to the Mystery Dungeon series, ATB sideview combat much like the classic Final Fantasy games featuring an Overdrive system, and a branching narrative story structure, leading to a different gameplay experience every time you play.

This game is best described as a Roguelike (or Rogue-lite, technically) with RPG elements. This means that the game focuses heavily on gameplay, mechanics, and random loot and dungeon generation, while the narrative is present to tie the game together. This game is intended more for players who appreciate mechanics and gameplay over story, rather than story over mechanics. That said, full effort (of a one-person development crew) is given to every aspect of the game, including story.

Early on, you'll be faced with a decision that will affect the remainder of your playthrough. Everything from the party you have, the missions you obtain, the cutscenes that play, and the enemies you face will be determined by this single decision. With four different options to choose from, there are essentially four different story paths to follow, not to mention the various builds and loot you'll find on each individual playthrough.

With that in mind, the loot system will generate random equipment with every enemy you defeat, every chest you open, and every shop you enter. No two weapons or armors will be alike, and many will have unique traits that make for a very different playstyle. Literally billions of different weapons and armors are available for you to find.

And it's not just the loot you find that will affect your playstyle. Each character in your party has three different branching skill trees to explore. Learn different builds that work with the equipment you have, try new combinations, and find ways to become as powerful as possible!

The demo features approximately two hours of gameplay, although can be extended considerably longer. The full release should feature approximately 30 hours of gameplay per playthrough, and will feature a New Game Plus mode.

Here's a partial list of what this game features:
  • A rarity based randomized loot system
  • Branching skill trees for each party member
  • A branching narrative story structure
  • Pseudo-random dungeon generation
  • ATB style sideview combat system
  • Custom menu, equip, shop, item, and system scenes
  • Expansive dungeons and locations created using Parallax mapping techniques
  • Music by Fesliyan Studios (for now, possible custom music at full release)


Credits are in the "Credits" folder in the download, and Controls are described in the "Readme" file in the root folder of the game.

Latest Blog

The Locker - Developer Insight 1

Greetings Vampire Hunters!

Today's blog is going to be a bit different. I'm going to be changing how I make blog posts moving forward, but don't worry! I'll still keep you up to date on all the cool new things that I'm working on.

Moving forward, the blog post scheduled for the 15th of the month will not actually be a progress report, but instead a blog depicting some of the insights of the developer (me). This could be anything from the reasons I started this project, why I made some development choices, how I created certain functionality, or even a Q and A if I get more questions that could be answered in a blog format. However, the blog post released on the last day of the month will still be a progress report, and will include all the changes and progress that was made during that month, rather than just a two week period.

So with that, let's jump in! Our topic today? The loot system. I'll probably make a couple different blogs diving into this topic, since it is a completely unique feature for a game made with this platform (to my knowledge). The loot system is entirely custom, and I've yet to see something quite like this made with RMVX. Ace had some pretty unique systems, and I've seen a lot done with the newer engines, but I've always used VX, and I've found that there's little that can't be done with the engine if you know what you're doing.

Today, I'd like to share some insight as to why I made certain design choices surrounding this system. Next month I'll probably dive more into how the system actually works, but for now let's talk about one particular feature that this system enables: the Locker.

Once you get past the opening sequence, you gain access to three storage lockers. One is for gold, and is entirely evented. Another allows you to store and retrieve up to 10 weapons, armors, and items that you find (also a custom system that was actually a byproduct of the loot system). And the last one allows you to store ONE weapon and ONE armor, but with a unique caveat: the items stored in this locker can be retrieved from ANY save file. If you put something in this locker on File 1, you can retrieve it from File 3.

I'm not going to go into too much detail about how I made this system, but it involved adjusting how the game saves and loads weapon and armor data. At any rate, with this system you could find a Legendary weapon on one file, but eventually your characters will become too high of a level for it to be relevant. Now, you can stash this weapon and use the Locker to move it over to a new save file when you become a high enough level to use it on the new file. That way, if you find a great weapon, the amount of time you get to spend using it can be expanded indefinitely.

That's great, and it's a very unique feature for this engine, but there's a problem. This allows for item duplication. How so? Well, if you saved your game in two separate slots, you could load one file, transfer a weapon into the locker, load the other file, and retrieve it from that one, thereby giving yourself a duplicate item with very little effort and no bugs or cheating. So, how do you fix this?

Well, my solution was to limit how you can save the game. When you start a new file, you get an account. You can only save to that one account. The account cannot be overwritten by other files, and you cannot change which slot that account is saved to. Essentially, you get one save file per playthrough. If you want a second save file, you need to start a new game. This prompted two more necessary changes. First, I had to ensure that you could erase your save file to make room for new files, since normally you could just save over old files. This was simple, and just meant including an "Erase" option from the main menu. The second change, however, was to ensure that players could never softlock the game.

The problem with limited save systems is typically softlocks. If you get stuck, but you've saved your game, you can't reload an older save. There can only be one. So, this meant removing game overs entirely. I had to spend quite a bit of time considering how I would canonically include respawns to the game, and I kind of just realized that it wasn't important to the canon of the game. So, I recoded how lost battles are processed. Instead of triggering a game over, the player is simply warped back to the home base. But this prompted yet another challenge: how do you make lost battles something punishing and to be avoided when you hardly lose any progress? I considered having the player lose everything they were carrying, but if you had found a really rare weapon or armor in your travels and lost it due to a bad encounter, that would really suck.

In the end, I went with lost battles costing the player all their held gold and consumable items. This further improved the usefulness of the already-implemented storage systems, as now you had a reason to stash gold if you felt the risk of a lost battle was fairly high. Stored gold is not lost, nor are stored items.

Now, there's one more feature that was prompted by the inclusion of the Locker. Level requirements. The idea was that you could find a high powered weapon at level 99, transfer it over to a new file, and have a level 1 character use it. That wasn't something I wanted to have happen, as it would essentially invalidate that special weapon you found at level 20, which was the whole point of the Locker in the first place, extending the usefulness of early game rare items. So, to that end, I added a level requirement for weapons and armor to ensure this system couldn't be cheesed. It's still pretty useful, and accomplishes its goal, but I wanted to share with you how implementing one system can necessitate the implementation of others, and how no one system works on its own, but rather in conjunction with all the other systems surrounding it.

I'll close this by saying that while this solves the majority of the problems, there are still workarounds. You can still technically duplicate items, granting yourself infinite money or a full set of super powerful gear. Will I tell you how to do it? Nope. If you can figure out how, awesome, good for you. You earned it. But keep in mind, if it isn't something that I've included in the normal gameplay, it is technically a cheat in this context. It's your save file, you can do what you want, but I do want to make that totally clear from the developers perspective.

Anyway, that's it for this mid-month blog! See you all again at the end of September for the next progress report!
  • Production
  • Strak
  • RPG Maker VX
  • Action Adventure RPG
  • 05/21/2023 03:09 AM
  • 09/26/2023 03:30 AM
  • 02/26/2025
  • 9477
  • 11
  • 95

Posts

Pages: 1
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18364
Liking the presentation you've got for this game a lot Strak, very nice job!
Thank you! I'm super excited for it, so I'm happy to hear you say that!
Looking for it!
Probably easier, but VXAce has a game about items loot, where the weapons/armors have custom stats... am I suggesting new ideas? Maybe...
Oh dang, I didn't know that! To my knowledge, this was the only game I've seen that utilises a fully custom random loot system. Well, guess my claim to fame is over, time to scrap the project kidding, kidding. I'm having way too much fun making this to do that.
After reflecting on the usefulness of some of the Action Skills, I've made a slight adjustment. Seeing as how both "Rage" and "Stalking" require a turn to activate, their usefulness was somewhat mitigated. In my own tests, I found myself rarely using the skills, resorting to just spamming attack instead. "Aura" was used quite a bit, and gains even more usefulness in later levels, and of course "Elemental Burst" was extremely useful no matter what.

To that end, I've modified both "Rage" and "Stalking" to be immediately applied on use, without costing the turn to do so. This means that you can trigger the skill, then immediately do another action such as attack, use an item, or defend. Keep in mind that "Rage" takes away player agency until a much later skill is unlocked, but essentially this means you can use "Rage" and attack in the same turn.

I've also increased the damage modifier of "Rage" from +20% to +50%. I found that the buff wasn't quite enough for it to be truly worth the cost, so now it has been improved.

In regards to some player feedback, I've also slightly reduced enemy damage stats, and I've removed the enemy respawn functionality from the first boss fight. Balancing is something I'll be doing a lot more of in the full release, but for now this will have to do.

Version 0.2 is now available, so feel free to download it and give it a try! Old saves should be compatible (for whatever that's worth for an hour long demo). Thanks for playing!

EDIT: There seems to be a slight bug with the new action skills when animations are playing that causes battles to freeze. I'll release a patch later tonight that fixes this, but it will disable the action skill animation for the time being until a more permanent fix can be employed. Thank you for your patience.

EDIT EDIT: Turns out this bug is more tricky to figure out than I'd initially thought. I'll keep working on a solution, but the fix will be delayed somewhat.

EDIT EDIT EDIT: I've reverted the demo back to version 0.1 temporarily while I figure out this bug. Turns out it was far more buggy than I'd initially realized, and any solutions I've come up with have a whole host of other problems attached to them. I'm still working on a fix, but for now at least the available demo isn't a completely buggy mess.
Okay, so that was a mess. The "fix" that I implemented in v0.2 was super buggy, and trying to fix it was like trying to make water run uphill. I was basically trying to make the engine do something that it absolutely DOES NOT want to do. That's not to say it was impossible, but far more trouble than what it was worth. So I came up with an alternative solution.

The main problem surrounding "Rage" and "Stalking" was that they weren't worth spending a turn to activate. Yeah, that changes later in the game when you unlock more skills, but these are the characters primary Action Skills. They should be at least SOMEWHAT useful as soon as you unlock them. My initial solution of having them not cost a turn to activate WOULD have been fine, but it's not the only solution.

To that end, I've changed the functionality of "Stalking" entirely. Instead of just a straight damage buff, "Stalking" will now completely conceal the Hunter from enemies, preventing him from being targeted at all until his next attack lands. Even if he's the only one still standing. Even if there's a technique that targets everyone. He simply cannot be targeted. There is still a tier 1 skill that DOES give "Stalking" a damage buff, but the skill itself is not focused on that. This should give the skill much more usefulness, and make it worth spending a turn to activate even at low levels. This also may be pretty broken at later levels, so I may need to do some balancing later, but I'll get to that.

As for "Rage," nothing fancy. The damage and dexterity buffs are actually pretty good on their own, especially when paired with Overdrive techniques, but the main problem is that they didn't last long enough. So I doubled the duration of "Rage," and increased the duration buffs of some of his skills. Now it doesn't just last for 3 or 4 rounds of combat, and you should get a lot more mileage out of the skill.

While this wasn't the initial solution I wanted, part of game development is thinking outside the box and coming up with innovative ways of fixing a problem, even if the solution isn't what you thought it would be. Essentially, just because a problem presents itself doesn't mean that's the actual problem. It may just be a symptom, and the real problem lies somewhere else. The problem wasn't that these skills don't activate right away, the problem was that they weren't worth spending a turn on. Instead of addressing the symptom, I just made them worth the turn you have to spend on them. Hopefully this works out, but let me know your feedback, and thanks for your patience. Happy looting!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9191
I gave the demo a try on stream yesterday. Overall, I enjoyed the game once I got past the intro. The loot system was interesting and kept me engaged throughout the whole run of the Bloodstone mines. It's great that each piece of equipment wasn't just a straight upgrade or downgrade, but allows for more in-depth customization of your party, and finding new pieces of gear forced me to adapt to new strategies.

That said, having some knowledge of the basic stats would have really helped my decision-making. Most of them were pretty obvious, but with accuracy, crit, and evasion being listed separately, I wasn't sure what the DEX stat did. If I have to make decisions to sacrifice DEX for DMG or vice versa, I'd like to be perfectly clear on what kind of alterations I'm making to the characters. Since so much of this game's mechanics are custom, I don't want to assume all stats work exactly the way they do in default RPG Maker.

I don't really have much to say about the narrative since I don't feel like it was much more than a framework to tie the dungeon-crawling together. The only hangup I really have (and this isn't really a big one tbh), is that selecting one of them to leave behind wasn't much of a choice. Not because they were all interesting and I didn't want to leave one behind. Quite the opposite, actually. I didn't spend enough time with any of them to get to know their personalities well enough or even their gameplay styles since they don't learn their Action skill until right when I was done playing as them.

Anyway, the loot system is fun and addicting, and the enemies were difficult to necessitate constantly changing equipment. I'm looking forward to seeing what comes next!
Thank you so much for doing a stream! It really is true that you can learn more about your game from watching others play it than you can from the verbal feedback they provide. That said, your verbal feedback was also excellent, and I took a ton of notes. Couple takeaways:

Difficulty: I should probably tone it down quite a bit, considering the number of deaths in the first dungeon. It's the first dungeon. It's not meant to be quite that difficult. Granted, dying isn't TERRIBLY costly, and it does encourage optimizing your equipment, but still. I'll be doing a LOT more balancing before the full release.

Level Requirements: So, there was a reason that equipping weapons was locked behind a level requirement. It has to do with the locker in the Keep. The one that allows you to move items between save files and playthroughs. Essentially, with that locker, you could put a level 99 weapon onto a level 1 character without the requirement. That said, I will admit it can be very frustrating to find an obviously better weapon only to find you can't use it yet.

On the one hand, I wanted the player to have equipment that they can use as soon as they level up, rather than leveling up and basically needing to wait before getting better stuff. On the other hand, then you've got an inventory full of stuff you can't use. I'll definitely do some modifications, maybe adjust the drop rates to set the equipment to your level, and only RARELY provide equipment above your level, but I'll have to think it through.

Oh, and as a side note, DEX determines how fast your ATB gauge fills. The idea being that if you use an underleveled weapon just for its special effect, eventually you'll be too slow to really make good use of it. Really should have described that better in game. My bad.

Consistent Visual Language: This is a two parter. One, the tutorials. Yep, that's bad consistency. I'll fix that. I wanted to give the characters some dialogue to represent their personality a bit more, but that... doesn't really come through in a tutorial about mechanics. Also, yes, I will add tutorials for each of the stats and what they actually do in one of those tutorials. Maybe the one where it describes item comparisons?

Second, I noticed that you immediately went for the red item bags in the dungeon, but occasionally missed a chest or two. Granted, the only chests you missed were tier 1 chests that typically don't contain great loot, but frankly it should be obvious what can be interacted with and what can't. I'll work on that.

Boss Fight: Ironically, I was trying to add additional gimmicks that fix the "damage sponge" boss that most RPG's seem to fall in to. Changing elements was the gimmick I went for with this boss. The HP bar changes color based on the bosses elemental weakness. Unfortunately, the only way to do that was to essentially spawn in a new enemy, which heals it. I can work on an alternative solution that maybe spawns it in at the HP of the enemy that was despawned. Shouldn't be too tough to figure out.

As for the slimes, those were included because of one specific feature: Kill skills. Certain characters (Damien especially, but everyone has them) have skills in their skill trees that proc extra abilities when they kill an enemy. It could be additional HP regen, stacking Overkill damage, damage resistance, etc. Adding minions to boss fights essentially means you can proc those abilities during longer encounters. That's great later on, but I guess it's not really necessary if you literally don't have any of those skills available to you yet. Maybe a later boss fight would have them make more sense, but not the first boss.

Narrative: I agree that you don't really get to spend enough time with any of the characters to develop any sort of emotional attachment to them, but I'm not entirely sure how to fix that, to be honest. Something tells me that making the prologue an hour long isn't the solution. I'm open to feedback, and I'll do some thinking about that myself, but I don't exactly have a solution right away.

As for the differences between playthroughs, yes, you will see cutscenes play out quite differently depending on who you leave behind. The actual progression of the storyline and which dungeons and enemies you face will actually change as well, but this isn't reflected terribly well in the demo. The first five dungeons roughly will be basically the same in each playthrough, albeit with different dialogue and interactions, but after that point there will be a split in the story path based on who you leave behind, which will branch out even further on each path. There will be a converging of those paths closer to the end of the story, but still with some VERY distinct differences based on your initial decision.

Game Page Presentation: Honestly, didn't even really think about this, but I'm glad you brought it up. Yes, I will spend some time clarifying the trigger warning. It's mostly due to the language present in the game, and some of the animated violence in cutscenes. I think the worst of it in the demo is the first boss getting decapitated, but I mean... it's a pixelated sprite. There's going to be a fair bit more gory cutscenes later on, but nothing much worse than what was seen here. There will also be scenes including depictions of torture. I will clarify all of that so that it's not just a generic content warning. I will also spend some time modifying the tagline and synopsis to be more words better. To make better word mouth. To... uh... make sense? Yeah, let's go with that.

Anyway, thank you again, this was incredibly helpful. I intend to make a lot of adjustments in the final release, and absolutely am open to feedback, so this was great. That said, I want to avoid falling into the trap of constantly updating a demo, so what you see here is what you get for now.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9191
author=Strak
Level Requirements: So, there was a reason that equipping weapons was locked behind a level requirement. It has to do with the locker in the Keep. The one that allows you to move items between save files and playthroughs. Essentially, with that locker, you could put a level 99 weapon onto a level 1 character without the requirement. That said, I will admit it can be very frustrating to find an obviously better weapon only to find you can't use it yet.


I have a few questions about this:
1) If there is a level requirement for equipment, then isn't the idea of transferring equipment between save files already negated since anything I put in that chest will have to wait until my next party is already leveled up enough to use it? By the time I level up enough to use that gear, I likely would have found something just as good (or even better) for my party in my next playthrough since I can get lucky and get a high rarity item early on.

2) What exactly is the harm in letting players transfer high level gear in a subsequent playthrough? The chest can only store ONE piece of gear, after all, so it's not like you can completely deck out your party in OP gear in your second playthrough. Even if you could, I feel like anyone who would make use of this mechanic is to see the routes that that didn't take the first playthrough, and letting them use high level gear just makes it easier for them. If they wanted a subsequent playthrough to be fair and challenging, they would not make use of this item transfer mechanic at all.

I had a similar issue in Prayer of the Faithless where I added EXP decay once your party started to outlevel the enemies. I did this to discourage tedious grinding and to learn the actual battle mechanics. And yet I still got reports that some players would just grind anyway, EXP decay and all. Eventually, I just threw up my hands and said "fine. Make it easier for yourself. At least you've earned it."

Boss Fight: Ironically, I was trying to add additional gimmicks that fix the "damage sponge" boss that most RPG's seem to fall in to. Changing elements was the gimmick I went for with this boss. The HP bar changes color based on the bosses elemental weakness. Unfortunately, the only way to do that was to essentially spawn in a new enemy, which heals it. I can work on an alternative solution that maybe spawns it in at the HP of the enemy that was despawned. Shouldn't be too tough to figure out.


I feel like the underlined statement goes against your stated intention of accommodating colorblindness. I haven't checked, but what changes about the HP bar if you enable colorblind mode?

As for the slimes, those were included because of one specific feature: Kill skills.


That's a dangerous reason considering each character has 3 different skill trees and so the possibility of a party with no kill skills is fairly high. I stand by what I said during stream that the additional enemies need to make the boss fight itself interesting and not exist purely as trash mobs to annoy the player. Kill skills should be a reward for diversifying your party's skill set, not a requirement for beating boss fights.

Narrative: I agree that you don't really get to spend enough time with any of the characters to develop any sort of emotional attachment to them, but I'm not entirely sure how to fix that, to be honest. Something tells me that making the prologue an hour long isn't the solution. I'm open to feedback, and I'll do some thinking about that myself, but I don't exactly have a solution right away.


You're right in that making a longer prologue isn't the answer. Depending on what you want to emphasize to the player, there are a few ways to address this:

1) Punch up the dialogue that is already there. You can use tutorial messages and other flavor text to help expand on the character's personalities more. Mel, for example, has absolutely no personality to work with at all. You can do pretty much anything with her dialogue and it would be an improvement. Brutus is alright, but pretty one note with his anger issues. I get that he's a Berserker (though not angry enough to actually Rage in the middle of battle, I guess), but the current dialogue leans so hard into it that it's his only character trait. Lionel is the group leader, but all he does is give orders and boss people around. He's done nothing (from my perspective) to earn the loyalty and trust of the rest of the team. All he did is bark orders and shut down any dissent. Why did he split the team up the way he did? What does he know about each one to know that they would work well together? Damian is... alright, actually.

2) Give the characters their Action Skill right away. As I mentioned on stream, most of the fights in the tutorial area were just "press space to win" fights. It wasn't nearly enough to give me an idea of how each character played (which is what I thought the point of splitting the party up in the first place was). Since you can guarantee that certain party members will be in certain places, it's the perfect opportunity to design enemies in such a way to make use of your character's Action skills. Making physical resistant enemies to encourage uses of Mel's Bursts, or poison/burning inflicting enemies to make use of Lionel's Aura skill.


Anyway, glad to help and glad to see the stream helped you! I'll give the next release a playthrough too with a different party setup and see what I missed.
Great questions, let me see if I can answer them for you.

author=Red_Nova
1) If there is a level requirement for equipment, then isn't the idea of transferring equipment between save files already negated since anything I put in that chest will have to wait until my next party is already leveled up enough to use it? By the time I level up enough to use that gear, I likely would have found something just as good (or even better) for my party in my next playthrough since I can get lucky and get a high rarity item early on.

Not necessarily. Have you ever played the "Borderlands" games? This loot system is very similar to the system seen in those games. Level requirements and all. One thing that I noticed in your stream of the game is that I don't think you quite experienced the full potential of the loot system in your particular run, most likely just due to bad RNG, honestly. I didn't see any gold chests in the dungeons that you went through, and I think the highest rarity item you found was blue. So basically, there are three more rarity tiers above what you found that are much harder to find, and are much higher quality. Purple rarity is even better than blue, and orange rarity is better still. Even better, orange rarity items have special effects that are unique to them, that don't generate on any other piece of equipment.

An example is the orange sword you found in the first chest in the Keep, the "Aremen." While it's listed as having 0 DMG, it has a unique effect that actually sets its DMG stat based on the level of the player equipping it, so it grows with you. There are dozens of other Legendary weapons and armors that can randomly generate as well, and so being able to transfer those between save files is a good way to re-use items that you've found on other saves, but are no longer useful.

In addition, the stats scale pretty dramatically as you get to higher levels. Some of the highest damaging weapons will literally break the engines pre-set stat caps with over 1000 DMG and around 300 DEX. Needless to say, equipping that to a level 1 character would pretty much break the game.

Now, you can still abuse the locker by transferring over high selling items, so that you have an abundance of gold and can afford whatever you want, but it still encourages you to play each playthrough using what you find, unless you happen to have something EXTRA useful on another file at your current level.

2) What exactly is the harm in letting players transfer high level gear in a subsequent playthrough? The chest can only store ONE piece of gear, after all, so it's not like you can completely deck out your party in OP gear in your second playthrough. Even if you could, I feel like anyone who would make use of this mechanic is to see the routes that that didn't take the first playthrough, and letting them use high level gear just makes it easier for them. If they wanted a subsequent playthrough to be fair and challenging, they would not make use of this item transfer mechanic at all.

Kind of addressed this in the first answer, but I'll also say that a big part of subsequent playthroughs is (hopefully) not just for story purposes, but also to try out new character builds, and see how the character you left behind works in unison with the others and their skill trees.

I feel like the underlined statement goes against your stated intention of accommodating colorblindness. I haven't checked, but what changes about the HP bar if you enable colorblind mode?

Actually, yeah this is accommodated. The HP bar doesn't change, but the cursors change. For your action skills, the cursor changes shape when the action skill is ready to use. As for boss HP bars, the cursor will change when targeting an enemy with an icon denoting their weakness. Fireball when weak to fire, lightning bolt when weak to lightning, and so on. In addition, if you enable colorblind mode before the tutorials, the tutorials will also change to reflect this.

I did have an oversight in that mode though, which is in regards to comparing stat increases or decreases. I've already fixed this for the full release, but basically now when a stat is increased, it will display with an "O" next to it, and for decreases it will display a "X". That isn't available in the demo, unfortunately, but I appreciate you mentioning it in your stream. Problem with testing a colorblind mode when you yourself are not colorblind: You can test to see if a script does what you want, but not to see whether or not it's effective.

That's a dangerous reason considering each character has 3 different skill trees and so the possibility of a party with no kill skills is fairly high.

Fair, although I personally think a playthrough with no kill skills is going to be fairly unlikely, especially given how powerful a lot of them can be. As a matter of fact, Lionel has a specific kill called "Mercy" that's designed to set others up to trigger their skills. I did remove the slimes from the Spider boss, since it's not really necessary that early in the game, but I personally think those kill skills would be almost useless unless SOME of the bosses in the game have minions, and there are a lot of really ridiculous builds that can be done when those skills synergize. I'll work on finding a happy medium.

1) Punch up the dialogue that is already there.

That's a darn good solution, right there.

2) Give the characters their Action Skill right away.

And so is this. That's actually a great idea, just gotta rebalance the skill trees to make sure the skill point allocations are still appropriate. The way it's set up right now, unlocking every single skill is possible at exactly level 99. Kind of want to keep it that way if I can.
Demo Version 0.4 is now available! I made a ton of changes with this release, so check out the blog post for more information! And if you've tried this game before and found it too frustrating, maybe give it another shake. A lot of the mechanics that frustrated most players have been significantly adjusted to make for a much smoother gameplay experience.

Trust me, a lot of those changes were NOT easy to figure out. There were a lot of times in the last month where I was sitting at my computer thinking "How the hell am I going to do that?" But, well, see for yourself! The updated demo is available now.

Please let me know if you encounter any game-breaking bugs, and I'll make an effort to patch them as soon as possible. Thanks for playing! Happy looting!
There will be no blog post tomorrow unfortunately, despite the release schedule I had. Please see user statuses for more information.
Woah, is this new? I'll have to allot a schedule for this!
author=AnneLaurant
Woah, is this new? I'll have to allot a schedule for this!


It's new to this year! I started work on the project back in February, I believe. Hoping to have it done by the end of 2025, but that may be a bit unrealistic for the scope of this project.
Pages: 1