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A cluster of ideas, but no semblence of balance

  • Xenomic
  • 06/09/2013 08:51 PM
  • 16646 views
So I recently started playing this game after me and Bulma (somehow) got each other to review each other's game, even though I'm not exactly that great at reviews myself. I came into this game expecting half-decent story, gameplay, graphics, etc., but...it's a bit lackluster, let's say? To note, I played up through getting the 4th crest, so it's not a 100% review on the entire game. Just what I've managed to play through alone:


Story: From what I can gather about the story, the game takes place in 6000 or something AD like that, on a New Earth because the old Earth got blown up by God or something because of some demon, and then he created a new Earth, whereas religions merged into one essentially. Your hero, Ambrosia, has been chosen to be the new Oracle and has to collect 8 (?) crests and...do something with those crests, I forget. While the idea of a new Earth after the old Earth was destroyed and religions being merged into one has potential, this game doesn't really do it very well. Most of the game's backstory is found within books, and...well...they're books alright. If you try to read each and every book without skipping through them, you're going to be there for quite a while (I was going through a book and skipping through text because it was taking so long, and I swear at least a minute or so went by before I finally got through the book...). While it's a good idea to have some backstory to your story in the game, I think it should've been done in a more "cut-to-the-point" way, and/or integrated through the story moreso than through the books. Just even mentioning a little of how Taoism, Shinto, and/or whatever other religion there used to be became one and why they did would've done wonders instead of sitting through book upon book upon book to find out why.

Speaking of backstory, there isn't too terribly much on the characters themselves. Ambrosia's is talked about throughout the game at the very least, and I think it does a fairly decent job with her, but the rest of the cast has little to no backstory to them at all. Why should I care about this exorcist who just randomly joined me out of nowhere when I know absolutely nothing about her? When did this elf chick ever said she wanted to be a musician BEFORE she told us that she told us that she wanted to be a musician? What is this scholar's dealio and how is he inside a place that's meant for women only!?



Gameplay: The gameplay (this is separate from the Balance section to come afterwards) has some rather interesting and unique things that makes it stand out a bit. Your main hero, Ambrosia, starts with no actual abilities until she gets her first crest, at which point she gets access to the Predict ability (which is a typical Scan ability), Oracle (which are different abilities gained from getting crests), and the Trigram ability, which acts as a random elemental attack I guess. When using the Oracle command, the command will disappear for one of Ambrosia's turns, and then on her next turn afterwards, the command will reappear. Interesting gimmick, but is pretty flawed (see Balance) and Trigram will hardly see use due to its impracticality.

Your second character, the Cloud-wannabe Nevras, is well...more of a Warrior type character. He swings swords, and he's good at it. He does come with his own skillset, which over the course of the game you can upgrade by buying the upgrades, making him even more useful.

Next up, the third character, the elf musician Aqorm, is a Thief/Geomancer hybrid, which is an unique twist for a class. However, don't expect to use her Geomancy skills very often, due to her never going above 100 MP (from what I could tell) and every Geomancy skill costing exactly 100 MP. She CAN dual wield, at the very least, so it gives her SOME attacking options other than being an item user, if need be.

The fourth character, the scholar mage Elias, is well...a mage. He uses nothing but magic, ranging from HP recovery to status healing to elemental buffs to status buffs to status debuffs to finally Holy/Dark elemental spells. If there's something you need in terms of magic, this guy has it. Oh, and he also has Prayer which I have yet to figure out what it does. And he can use Alchemy, combining 2 items to make a new item (I have yet to ever use this ability myself though, as there's never any real reason to do so).

The other 2 characters, the exorcist Azarael and the Monk Anideshi, I haven't used at all, because well...see Balance afterwards for why.

As for the battle system, it follows a day/night system, where enemies are less likely to attack during the daytime, but are more aggressive at nighttime. In addition to this, during night your characters tend to start the battle in Sleep status, leaving you wide open to getting your behind ripped apart by monsters. Other weather conditions, such as Snowy, Rain, and Heat, adversely affects the battles as well (Snowy makes the player lose HP over time while making it harder for them to hit with physical attacks, Heat makes the party constantly lose 10 HP each turn from what I've seen, Darkness disables most physical skills as well as makes using regular Attacks unreliable, etc.). These are some pretty neat ideas, although the Night condition is somewhat annoying whenever you just want to flee from battle/end the battle and just move along.

In addition, when using the regular attack command, characters can restore MP to themselves. While this is a nifty way of handling recovering MP, the shear amount of MP regained from it makes using any MP restoring item moot really, and I think it could've been handled a lot better than it was.

In terms of outside of battle, it's the standard fare. Roaming around maps, talking to NPCs, exploring dungeons, and the like. There is a bit of a puzzle element to the game, though some puzzles are a bit...much, let's say? Some are a bit more obvious than others, but others are rather vague in what you have to do. Oh, and if you goof up? Sometimes you just have to restart the puzzle, sometimes you're teleported to the start of the dungeon (ffffff!), and other times you...instantly game over? Yes, there's instant game over puzzles if you do them wrong (granted, you CAN save in the dungeon itself so if you DO game over, you can just reload your save), which can be a bit...infuriating at points, especially when you don't even expect to just game over randomly from having not understood a puzzle. To make matters worse, some puzzles have to be dealt with by dealing with random encounters, and...well, random encounters that aren't map encounters have a really high rate of occurring, making traversing some dungeons extremely annoying.



Balance: This is where the game falls apart heavily is the balance. At the start of the game, you start with Ambrosia and not too later get Nevras in the party. So you figure "Oh, my party is level 1 and I need money to buy stuff. I'll just fight a few battles outside of town to get some money and EXP", and go outside and fight your first battle. Then you find out the enemies you're fighting are dealing 200-300 damage in one attack to a single party member, and there's 3-6 of them in the party. Your max HP for both characters are roughly 500-600 HP. You do the math, and then you die and reload your save. Now, you somehow BEAT said monsters (how, I don't even know at that low of a level), and you come across a custom EXP and money system, and find out you gained about 600 EXP but no money. So how do you make money? Well...it seems that most of the money making is going to be done by selling the Alchemy items, as for the most part, monsters will NOT drop a suitable amount of money, even later in the game. This makes keeping up with items that you NEED (Phoenix Meats are highly important, as are Healing Herbs and the like) as well as equipment (3300 for a Power Bangle? That early in the game??). In addition, to make matters worse, the custom EXP system is flawed heavily. There are times from a group of enemies where you can gain say....5000 EXP, then the next time you fight the same group of enemies, you gain 12000 EXP, and then the NEXT time, you gain...800 EXP? What?? Why such a big influx in the numbers for EXP??

To top it off, once you are suitably leveled so that the first set of overworld monsters don't maul you to death, most monsters in the game, as well as most bosses, become a joke as you just pummel them into oblivion while they barely do 300 damage to you or your party. Yes, there are some monsters that will wipe the floor from you (you're usually given an option to immediately run at the start of the fight), but granted you can just easily flee from the battle with Ambrosia or Elias, and if you're lucky enough with Stealing, Aqorm will steal something powerful from the enemy before you flee (stealing from this Ultima Weapon enemy before fleeing got me a ridiculously powerful sword that I gave to Nevras, and now he attacks 6 times in one turn for a crapload of damage...). To make matters WORSE, due to the day/night system, you can wipe monsters without a big fear of even being attacked for the most part. And if they do attack? Big deal, Elias can reverse just about ANYTHING the monsters did to you, unless something happened to him in which case if you have Healing Herbs/Phoenix Meats, then it's all good anyways.


There is a bug in the system, which I'm going to assume is due to the fault of RPG Maker 2k3 and this custom battle system or something, where if you use an action, such as attacking, and the monster so happens to decide to do something right as you use that action, it'll get cancelled out completely or halfway through the action. This makes for some rather annoying instances where you have to waste a turn and wait until that character's next turn in order to do anything at all, but I can't really give that a point against the game at all. There's also another bug where while running sometimes your party will be attacked one last time by the enemy and incur damage/statuses before actually running from the fight, which is...a bit annoying as well, to say the least.


Now, about the characters: There is hardly an instance where you'll ever really need to use abilities for most characters. In some instances, using said abilities is just an auto-win button in most fights. Ambrosia is a prime example of this: For the most part, unless the enemy is weak to Holy, all she'll be doing is mashing the Attack button (Trigram? Why use that when it's so unreliable? And who needs to Predict when you can just simply attack!). If they ARE weak to Holy, then Ambrosia automatically goes to Oracle > Alexander and most of the time the enemies die in one shot (start of the game, and it does like 5000 damage? Um...ok??). Nevras will usually be either spamming Attack, Jump Thrust, or the Void-elemental attack, and nothing else. Elias is usually spamming spells the entire time (either Recovery, Light/Dark, or Twilight/Radiance), since there's no real penalty for NOT spamming them as he can simply attack once and gain a crapton of MP back. Aqorm is...kinda just there to Steal really. Steal and/or use Attack or Items, because Geomancy isn't exactly used very much due to the MP limit. Granted, Geomancy can be strong, but it's still not going to be used very much as there's no need to really use it. The other 2 characters I don't even know what they're capable of as I never used them...there's no real incentive TO use them as the game doesn't really force you to use them, nor is there no real reason NOT to use the characters you start with.

Oh, and speaking of Aqorm, while it's an unique quirk to the Steal system, it's a bit abusive. You see, when you Steal, you well..have a chance to Steal an item from the enemy. However, due to the quirk in the system, you can Steal up to X items in the fight, where X equals how many enemies were in the fight. What's the quirk? You can continuously steal from the same enemy X times until you can't steal anymore, making it easy to farm rarer items to sell for profit. This also means you have to be careful whom you steal from, as if you steal just from one enemy alone, you can't steal from the others later on.

This is all just the battle system itself. Other things not balanced include equipment (that Power Bangle that's 3300 gold at the start of the game? +250 something Attack? Sure, I'll go with that! Oh, this Dark Sword? Let's me attack twice in one turn? Sure, why not!) and items (there's hardly a reason to ever use items thanks to Elias, and he's the ONLY reason to ever use an item. Most of them are just underwhelming and/or never used due to being Alchemy items, and there's hardly a reason to use the Alchemy system from what I found). Granted, SOME things are a bit more cleverly hidden (I shall not spoil what, but let's just say I was surprised when I found out, and found out how ridiculously broken it just makes everyone else).



Miscellanous: Now, to point out some things that I have noted down for the game:


*The menu is really buggy if opened during the middle of conversations, and there's no options to just leave menus as there should be.
*In order to advance the plot outside of the first town, had to find a NPC whom is the next party member with no indication of such, making it tedious to know what to do next.
*The auto-scroller moves WAY too fast for dialogues. If it's going to use the auto-scroller, make it have a 3-5 second delay, and not a 1 second delay.
*Title screen has some of the most annoying sounds I've heard for a title screen. Please do something about that.
*If you're going to make hints extremely vague, at least make it so that there's still SOME kind of hint to progress. The puzzle at the "Tower" or whatever it's called was so vague that there was no way knowing that the solution was right there at all. A lot of it was just trial and error which...while it can be done right, is kinda annoying when there's multiple puzzles that require you to do the same thing in the same dungeon.
*The game doesn't do a good job sometimes of pointing the player in the right direction. There are times I had to wonder where I had to go because the game didn't say (oh, this is here!). For instance, after the first dungeon I was told to go to the boat pier in town. So I went back to the unnamed village you could name at the start of the game looking for a pier (as it was represented by a town, so I figured it was a main town and the shrine was a shrine place). Didn't find the pier, so I went looking around. Turns out it was in the shrine place, after you follow a slight dirt trail with a sign that says it's there. Maybe it's just me, but it isn't exactly obvious that there was anything in that direction.
*Some maps are just WAY too big. For instance, the first town is ridiculously huge and empty, and could do with being cut down to a 1/4 of that size, as well as another town that could do with being split into multiple maps...




Overall, the game had room for potential with the story, characters, and gameplay, but suffers from heavy imbalance in the battles, storyline that isn't exactly made to be very interesting and of which you have to spend hours reading backstory to know everything about what is going on, characters that aren't exactly that likeable and/or overpowered, and gameplay that, while has unique ideas and features, isn't implemented well enough to make battles or the game exactly interesting.

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I asked some of the other people who looked at my game what they thought of it, and what they said? Exactly the same as I assessed. 2.5 or 3.

Yes, there are glitches, but I work on them as I spot them. My game is not to your taste, that's fine. But I asked you repeatedly NOT to review my game. Doing it anyway, makes you a troll. Now, I will study your critiques, and try to improve what I can, because that's how you make a better game.

But we burn trolls with fire.
I honestly don't see how this is in any way, shape, or form related to trolling when I'm being dead serious and honest here. I really don't. And you asked me to review it, then when I told you of the "mini-review", THEN you wanted me to not do it because I was going to give it a 2. This has nothing to do with trolling and never has.


I gave you the review you asked for, whether you liked it or not. That's all there is to it.
This is a great first review, Xenomic. And you said you couldn't do them, and here you are with this very up-close review.
This is pretty good. I will explain my thinking on this game, before I bash yours with an equally brutal review.

Night system is part of balance. You have to put up with the fact that even if your party members are level 99, a few hits from especially bad monsters can mess them up.

MP gains depending on the level. While there could've be a more balanced means (maybe every 1/2 level after 1), I didn't wanna slow battles down with unnecessary formula crap. And yes, in about 5 turns you can recover most of what you spent, but this is 5 turns you have to put up with subpar damage, since attack generally sucks until you get decent gear. Mana potions are useful at the beginning of the game, and later, you use the refined potions if enemies start hitting you harder and faster than you can defend (that's the theory anyway).

You walked into a hole, Xeno. You die. Get over it. There was a lever right by you, you could've pulled it but you decided, "hey let's walk into a hole."

Experience is random (dealt outside battle), based on tiers. Enemy encounters that I thought were difficult get something like 800 to 2500 exp for a low encounter (you can luck out big on weak encounters), and for something like Golden Slime, you get huge experience (though I may have to non-randomize these since they have the ability to run). In addition, certain encounters were challenge rated, as in, I know this is easy for a level 25, so if you can beat at least 15, you'll get easy exp. It's a weird system (especially, since I was sometimes wrong about perceived difficulty). Gold is handed out, but only by certain creatures. This is usually, humans/elves/things or two legs that can carry money, dragons, mimics, some half-humans. Many other creatures leave body parts behind, which can be sold. You can make money by selling weapons and other gear that's excess too. I made close to 700k in one game, and I think I had some in the bank.

I designed the game so that at any level, you have a fighting chance, that is, short of being 30 levels too low (won't happen because of a mandated training ground) you are unlikely to be one hit killed. There are monsters that deal over 300. Trust me. One of the bounty hunts deals two hits of 4500. It was just my decision to make it challenging at the beginning, easy in the middle, and then back to challenging at the end. I did this for the very reason my first game had brutal one hit kills.

Hmmm, you're pretty lucky. I've yet to encounter the Ultima Weapon guy. Yes, that interrupt is part of 2k3. It's worse for characters with advance rahter than stationary moves for their battle animations.

Yeah, the Steal system is a bit abusive. I suppose I could code for one item per monster. But that's stupid.

*Part of the menu system opens as a result of key press. But 2k3 is stupid and sees a key press and decides "well okay, you can press nearly anytime." Yea, it kinda sucks. I wanted to have a menu that included common options and it was really buggy as a result of being tied to keypress.
* My game is actually slow on such parts. I can't predict what kind of system you have so short of making everything button press (which is tedious for non-essential lines), I've gotta use my hunches
* No.
* The importance of a puzzle is not to create a clone of zelda boulder pushing, but to force you to think. If you don't think, and just jump into holes, you die.
*There are people guarding the gate. The are people at the shops. At the start of the game, my first impulse is to talk to someone, and my second is to try to leave town. You should NOT be talking about not obvious wanderings. There was a limited amount of area for you to get lost in, and there were signs.
* The map is extremely big. So is yours. Mine is broken into islands that get a big of the story at a time. without being able to wander aimlessly through large areas. And all of my maps were complete.
I can see why you would want to make your game hard at the start, but keep in mind that doing so could make a lot of players rage quit.

I suggest creating the illusion of difficulty by making the battles hard, but giving the player spells or items that allow them to easily heal up and fight back. E.G, a powerful spell that restores a lot of HP and MP, but isn't useful midgame/endgame. It's also not a bad idea to start the player off with a lot of gold.
Always remember that people play games differently. Also, your game is always 3 times harder for people who haven't played it whatsoever.

author=bulmabriefs144
But we burn trolls with fire.

Umm...
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=bulmabriefs144
I asked some of the other people who looked at my game what they thought of it, and what they said? Exactly the same as I assessed. 2.5 or 3.

Yes, there are glitches, but I work on them as I spot them. My game is not to your taste, that's fine. But I asked you repeatedly NOT to review my game. Doing it anyway, makes you a troll. Now, I will study your critiques, and try to improve what I can, because that's how you make a better game.

But we burn trolls with fire.
author=bulmabriefs144
This is pretty good. I will explain my thinking on this game, before I bash yours with an equally brutal review.

You walked into a hole, Xeno. You die. Get over it. There was a lever right by you, you could've pulled it but you decided, "hey let's walk into a hole."

* The map is extremely big. So is yours. Mine is broken into islands that get a big of the story at a time. without being able to wander aimlessly through large areas. And all of my maps were complete.

First of all, grow the fuck up. Secondly, you've been given a backbone for a reason, use it. All of this is honest critique, and yet you seem to dismiss it as "haters gonna hate" instead of actually listening and accepting that your game is far from perfect.

Bad ideas are bad ideas, this is something I've found you two share ignorance of. I'd recommend you ask some folks that aren't your closest friends who will only feed you bullshit because you're friends about how you can improve, and actually listen. Nothing upsets me more about a creativity-centric community than people deciding that said community isn't worth their time the second they're no longer receiving all that delicious sugar, despite the fact that they actively sought becoming a part of it.
author=Clareain_Christopher
I can see why you would want to make your game hard at the start, but keep in mind that doing so could make a lot of players rage quit.

I suggest creating the illusion of difficulty by making the battles hard, but giving the player spells or items that allow them to easily heal up and fight back. E.G, a powerful spell that restores a lot of HP and MP, but isn't useful midgame/endgame. It's also not a bad idea to start the player off with a lot of gold.
Always remember that people play games differently. Also, your game is always 3 times harder for people who haven't played it whatsoever.

author=bulmabriefs144
But we burn trolls with fire.

Umm...


There are actually several early game exploits to take advantage of. There's an interesting... way to make early seed money (blackmail). There's several very effective grind sites (one right in that cold mountain area, and one where , and one crazy old lady who actually hands out levels if you find her.

There is the illusion of difficulty. But seriously, the amount of items handed out are meant to be sold. I have no idea why he chose Alchemy as a profession (it pays off big in the end (you can make gold using cheap materials), but it's ridiculously complicated to figure out some of the formulas). You could make life really difficult for yourself by setting the course of straight grind, like so many other games do, but this isn't how this game is designed. I made it open ended, so there is that option. But as the game emphasizes Taoism, here's one.

"True straightness seems crooked."

The game has several hidden incentives to "cheat." (Not sure you can call it cheating if the game basically provides the means) In my own playtest (all the way to the end), I was at level 30 for the longest time just from killing every single monster than came along. Then I started grinding on an island that has Golden Slimes (100000 exp each, and you can kill three of them if you preempt their running away). Suddenly, I was level 60.

The most honest way to level, is to take all the bounty hunt quests, and turn them in. This also gains you more money than you can stand. But these bosses about midway through actually do become hard, some much more so than the main game's bosses. And the last boss... well, anyway, that's not the best option, unless you're looking for a challenge.

I understand my game is far from perfect. I was gonna rate it a 2.5 myself, which is not much better. I also understand that if someone plays a game like an idiot (say a puzzle game, where they don't read the hints, expect to have the puzzle be like an easy version of Zelda), and then expects it to conform to their expectations, they are effectively being a jerk reviewer.



This is the puzzle in question that killed Xenomic.



You came from that left room with a lever right in it. Usually, natural curiosity dictates one tries out a lever (which would solve the puzzle whether you understood it or not), and the added hint basically was telling you to go back the way you came. Or not, I think I'll jump in that large pit over there.

Yes, at least one of my other puzzles could've been handled better (there was one that involved throwing away keys you'd collected). But when you go through a game expecting it to conform to your wishes (Soul Shepherd for me, would be a prime example of a game I wish was more like I want, but it isn't), and you get rudely awakened then you can blame others, I suppose. It doesn't mean they have to lie still and take it though.


Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Passive-aggressive doesn't look good on you, bulmabriefs. You're not very subtle. :P

Anyway, that's not the point I came here to make. You say you have no idea why he chose alchemy as a profession in YOUR GAME. If it's your game, and you decided what was in it, you obviously created an alchemy profession for a reason. If you don't know why someone playing the game would use it, then it either doesn't need to be there or you need to make it more useful.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=bulmabriefs144
You came from that left room with a lever right in it. Usually, natural curiosity dictates one tries out a lever (which would solve the puzzle whether you understood it or not), and the added hint basically was telling you to go back the way you came. Or not, I think I'll jump in that large pit over there.

But why is jumping in that pit an option, when it could easily just have been an impassible obstacle? Typically in games, when you're given an option to do something (even when it seems unprofitable) it should result in some sort of advancement, reward, or hint, not an instant death. Even when it's none of the above, falling in a large pit results in progressing to a deeper part of a cave or effectively backtracking to the base of a tower.

The closest you could come to this without it being a kick in the teeth is to have trapped chests like Dark Cloud 2 where you know that they are trapped and you're given the options of predicting if it's an exploding trap, a poison trap, to just force it open anyway, or leave it alone. It's no longer just "do this, get fucked", it's more "are you willing to take that risk?".

EDIT: Having given this game a shot, I must say that I disagree with the rating. I believe it's to be much lower.

Sure, taking time to customize menus and battles is great and all, but this effort is wasted when it makes the game less playable. What I don't understand is how come it has to be such a pain in the ass to quit the game, and why couldn't I just leave the tutorial guy alone instead of being forced to listen to him endlessly ramble on about some shit I don't care about. Also, why did you go out of your way to make the text so damn hard to read, despite absolutely everybody telling you to change it?

After all this jumping through jarring battle cutscenes (this isn't Final Fantasy VI; you don't need these), I then had to encounter the true battles on the world map. Even with going into the editor to raise my characters levels to 99 (because grinding this isn't worth it), I couldn't even use my AoE weapon skill to kill all of the level 1 enemies in one go. Why the hell can my spells miss?

So, no; I feel absolutely no sympathy for you if you feel that your game deserves better than this more-than-generous rating.
author=bulmabriefs144
This is pretty good. I will explain my thinking on this game, before I bash yours with an equally brutal review.

I have no idea what the fuck is going on here, or how it came to this, but I am going to state this simply and succinctly:

Do not attempt to submit a "revenge" review to Xenomic's game.

That is all. Thank you for your time.
I see the action canceling bug is present here too. I am simultaneously glad to know I'm not alone, and sorry that it's happening here too, haha.
*About the Night System: I understand it's part of the game, but I don't know...I just feel like you could've taken a different approach to it other than instant Sleep at the start of the fight. It almost feels like it should be the one with reduced accuracy like Darkness is (then again, that'd make Darkness null and void I suppose), much like how Night worked in Final Fantasy Tactics (yes, it's a completely different game and genre really, but just a reference I guess). Like, hell...even making the monsters more aggressive than they are, or have a different AI pattern for when it's night, would suit it better than Sleep I think. For instance, in-game I believe it states that monsters are more aggressive at night, yes? So why not make it so that the fairy at the start of the game at night (if it were more aggressive. I don't know, maybe some monsters could be more aggressive during the day too), would have something like an AoE Heal that's weaker than their standard single-target Heal, or something. Just a suggestion.

*Oh, so that's why. Though it seems that Elias gains a hell of a lot more MP whenever he attacks just once, compared to Nevras who's on even level or higher, who has to attack 2-3 times just to gain his MP back, and Aqorm is just as bad. I wonder what that formula is...

*Well, it's not obvious right off the bat that that lever did anything to the hole (especially when it says when you pull it "Oh, it didn't do anything to the door. It must be broken". Now, if you already opened the door, then tried to pull it and it said something like "The door's already opened...but it felt like something moved?", then that'd be more helpful. Instead, it says the same thing which makes the player think possibly "Oh, then this must do nothing at all". Also, I didn't think the hole would even BE a thing you can fall in and die. I saw no other place to go, and saw the pit and thought "Oh, this MUST be where I have to go then!", and lo and behold, jumped into it and was greeted with the game over screen. It took a while, including having your help directly on it, to even figure out "Oh, the lever has to be pressed on THIS direction BEFORE jumping down the hole so it doesn't kill me". The hint was just too vague, and there was no dialogue or anything to suggest that pressing the lever, especially AFTER the door was already opened, would lead to anythi8ng.

*I've generally made money by selling everything I had (except Phoenix Meats and Healing Herbs, because no reason TO sell those), especially Alchemy items since there's no use for the Alchemy system as I've found. I've usually had at least 200,000 gold at some points just from selling everything I've had from around Phoenix to Kushiyama where I stopped playing. As stated above, if there's no real reason that people are going to bother with a system, why have it? Yes, I have systems in my game that people haven't used at all or probably won't use that much, but I'm trying to find ways to fix that so that they are used more.

*I never did the bounty hunts as I never had any real incentive to do so yet personally. I can understand you want to make it so people can have a fighting chance and all that, but there's still the lack of balance. You can still have a fighting chance even with balance (don't do what I do and make half of your cast weak to Poison, then make Poison deal 300% damage at A rank and then give AoE Poison spells! That's bad!). Like, the monsters at the beginning of the game are too much...you just can't handle most of them until you've fought and grinded off of that one enemy in the first shrine/town place until you're like....level 8 or something. And really, when it comes to this game, there's no reason you SHOULD have to grind like that. If you wanted a game where you had to grind, you should give a GOOD reason to do so. Roguelike games are heavy on grinding (yes, different genre, I know), but most RPGs generally aren't grind-heavy (I guess FFXII is kinda grind heavy in some areas? And maybe FFIII...I honestly can't think of too many RPGs where you have to grind that much).

*Let's see...I've encountered a Slagworm enemy lord knows how many times (I think that was the first powerful enemy I ran into? I think there was one before I don't remember it), then I randomly ran into Mr. Ultima Weapon, whom I stole the sword from before half of my party got killed (it missed the other half), and then I ran away with the sword). I do appreciate the fact that there are tougher monsters like that, sorta like how I have Notorious Monsters, or that one monster that will mess you up real easily. The problem I have though is that there's no real good way to fight them, and yes, they WILL rape you. I don't know if you intended on them being beatable at all or not, but if so, then I'd recommend doing something about that. If not, then...I guess it's fine. I mean, it DOES give you the option to run at the very start of the fight so there's that.

*I've noticed I've been getting that action cancelling bug lately too, especially since I moved my skills that used to be on separate pages into a Turns Elapsed x1 event (my 100% Flee command used to have its own battle page, for whenever the character used the command, but now it's in the Turns Elapsed x1 page. When it was on its own page, it didn't get interrupted by other actions at all. So I think it's the fault of actions being on the Turns Elapsed x1 command for things like skills. As for you being interrupted when attacking, I don't know. I've honestly only had that happen once (I was fighting one of my bosses, my character attacked once, the boss attacked, and then my character finished her second attack and went back to where she was. Was confusing).

*Why would it be stupid to have one item per monster? Most games tend to do that, or allow infinite stealing from the same monster (FFIV allows that, but the steals were generally garbage anyways).

*Hmm...perhaps you could relegate it to something that's not used by the system, such as the Shift key? The shift key is never used for anything else as far as I know (I was going to have that for opening a menu for overworld abilities, but ditched it myself. It doesn't seem to interfere with anything else as far as I know?). But that's up to you.

*I was talking to people, and I did talk to signs. Sure, there's only the first town, the shrine, and the tree you can go to at the start of the game, so there's limited amount of people to talk to. But as far as I know in MOST RPGs (most anyways), whenever you get a new party member, it's usually not by talking to some random NPC (is trying to actually think of a RPG where that is the case...I...honestly can't think of one right now). So that bit was a bit confusing to figure out.

*Several of my maps do have problems with being big, aye, but my god man...LOOK at how big the first town is! It is way too big, and full of empty space. Kushiyama, while it has buildings and stuff, was also WAY too big for one map. That map should've been split into smaller maps, while the first town should've not been so huge (it takes like 2-5 minutes just to explore all of that first town because of its size, not to mention just talking to people and whatnot). Kushiyama is a bit of a nightmare to navigate as well, and it's really easy to get lost there because of how big it is.

I've had the decency of cutting down the sizes of some of my maps. Some of my other maps will eventually have my maps cut down to size or redone. Yes, some of them are pretty big still, but they're MEANT to be for the most part, to accommodate the random encounters being not that high (1/80 is pretty low as far as I know. That, and you do have a character in mine that can double overworld walking speed so there's that). That, and some of my maps have been intricately designed no thanks to SOME people on this forum getting me to do intricate mapping (I wonder who you guys are~), but this isn't about me.

The thing is, your game is marked as complete. Mine is still a beta. There's a bit of a difference there I would think. Hence, why some of my maps aren't available at all (I put the message that they're not available so people don't think you should go there at all), or some currently completed areas have areas you can't go into, because they're for LATER whenever I get around to them.



@ Corfaisus: Oh, trust me...I know when I have bad ideas in my game (instant game over pits that are still in one area of my game for one...). And I know that not all of my ideas are good ideas at all (LockeZ can attest to this. He's heard some of my ideas, and wondered wtf is wrong with me. ^^;; ).
In reverse order... since I'm reading posts backwards.

There is a darkness weather effect. When you go inside caves or some dungeons, the whole low-light thing.



Mp regen is really that simple. If you're afflicted with something that can drain MP, you can't recover by attacking.

She was telling the truth. It didn't do anything to the door. The pit on the other hand...

Alchemy has two very useful formulas, the philosopher's stone which is

Emerald Elixir, Jade Elixir, and Level Root (it also levels Elias down 5 levels). This allows him to use more complicated Alchemy, and learn Alchemy spells.

and gold which very valuable and is

Cinnabar, Sulfur, and Charcoal. You can buy cinnabar for quite a bit, or you can make it very cheaply, with mercury and sulfur (I did my homework, that one actually does add up).

You ever figure this stuff out, you're pretty much in the money permanently (of course, it's hard to get the roots to make a Philosopher's Stone.

Yes, but everyone's theory of rpgs is different. I grew up with Earthbound, which by the end was pretty close to level 90, and final fantasy, which has a couple Islands Closest to Hell because the last boss is freakish hard. I always felt pleased after having gotten through all those battles, and giving that last boss crazy damage as payback. By contrast, I've played a bunch of modern rpgs that I was like "Yawn, final boss only needs level 30?" My ideal of a game then is something that I could CRUSH the final boss, and have trouble with bonus bosses at a high level, but if I wanted to do a low level challenge that was viable too (I'm not 100% it is, though).

It's stupid from a programming standpoint. Unless I had some easy way of doing it in a common event (well, I suppose I could do a MonsterTargetted variable, and turn ON a Monster 1-8) which would then be like "it has nothing left") it means basically making myself crazy repeating switch branches 8 x 300 or so monster groups. It's generally good from a player standpoint, but this makes a real chore unless I can figure out how to do it easily.

Shift key is used in my game for jumping (I assume you're talking about the menu call bug). That might be even worse, having auto-jumping whenever you cancel. I wanted it to be something normally associated for menu some people wouldn't be "how do I open the menu"

Basically, my rationale is after the main event, where God tells you go and get crests, you're trying to leave town, only corrupt guards want you to pay, and act like thugs when you don't. The ummm (lost my train of thought) party joining in battle thing has been done (it used to be a mainstay of the SNES Final Fantasy games, where someone would pop in to rescue you).

The first map is kinda noob. But it's a noob town. Everything from the rtp guards to the ugly landscape. I decided it was weird enough to be visually interesting, and kept it. I could partition it into several screens/or break it up with walls but ultimately I had mixed feelings about doing that.

Complete, to me means works from one end to another. No law saying it has to be pretty or liked by the general public (my game is a tad artsy-fartsy), just it's my duty to continue to make sure it's enjoyable and bug-free. The balance thing sounding like a failing on both, I'm gonna get on it. Any help is appreciated, as figuring out this is a bit of a nuisance. I generally, think of a demo as "complete" if it's in one piece, which is why I ragequit the game.



author
But why is jumping in that pit an option, when it could easily just have been an impassible obstacle?

If you pull the (rather obvious, as you pass it not once but twice) lever, a platform moves down below, and that leads to the basement. If you don't, the plaform is retracted/lowered, and you're falling until *splat*.

author=Trihan
Passive-aggressive doesn't look good on you, bulmabriefs. You're not very subtle. :P

Anyway, that's not the point I came here to make. You say you have no idea why he chose alchemy as a profession in YOUR GAME. If it's your game, and you decided what was in it, you obviously created an alchemy profession for a reason. If you don't know why someone playing the game would use it, then it either doesn't need to be there or you need to make it more useful.

It's there so you can use it. Do you automatically go on every bounty hunt? Not but, it's around as another fun thing to do. I just can't see anyone arriving to the conclusion that you'd do that to make money because even I, the game's creator, can't remember the formulas)

Look, what ticks me off is not the actual review. I do in fact, know I need to work on the experience balance (but we'll get to that later) It's this.

(Okay kentona. Anyway, the long and short of it is that if I had reviewed his game, kennie can probably tell you it would be a 0.5. There were glaring unfinished sections, and stuff)

So I'm like "seriously, I don't wanna give you a review, it'd be bad." (It's pretty terrible) Then he was talking "I think your game deserves a 1.5," which was a point higher than his game which wasn't even done, was a mess, and generally annoyed the heck out of me.

So this email exchange took place:

author=Email
06/10/2013 04:52 AM

Like I said, it's not terrible but it's not average either. That's why I bumped it up. It might be 2.5, but I'm not changing it BECAUSE you're telling me it should be 2.5 or 3.

Yea right. People who "were gonna" do something but pull away from it, because you tell them, were never gonna. That's bull and you know it.

You asked for a review, and I'm giving my honest thoughts on it. It feels to me you don't understand what a "review" is meant for. I'm not going to sugercoat things when someone asks for a review. That is NOT how reviewing works at all.


I don't want you be dishonest or "sugarcoat", just "these are the criticisms, these are the strengths." An honest review. Balance the strengths and weaknesses, and there is no possible way I can believe it rates a 1.5.


There's plenty wrong with Final Fantasy XII IN MY OPINION. I know of plenty of people that like it, but also know plenty of people that don't. Yes, I did do everything in that game (aside from Yiazmat, because fudge him), but it still wasn't that great of a game TO ME. The sidequests weren't exactly the most rivesting of sidequests out there (hurray! I love going back and forth killing enemies between 2 screens just to make this Mark appear! HURRAY FOR GREAT CRYSTAL WHICH YOU WON'T FIGURE OUT WITHOUT A GODDAMN MAP!!! Hurray for...standing around for 5 minutes? What??), and the plot wasn't....really that complex to be honest. It...kinda was bland as far as I can throw stories.

Waaaahhh, poor baby. I couldn't find the Zodiac Spear, and Zodiark was a tad annoying, but most of the Esper sidequests were actually fun. I liked the Bounty Hunts, and anything I couldn't figure out I skipped. That's what optional means.



Um...what vendetta? Also, Marrend played an older version of the game (a much older version) which was far worse than it is right now, AFTER doing a review drive thing, so admittedly (as he told me) he was tired from all of that and wasn't in the best shape for doing a full review. Granted, as I stated already, the game wasn't that great back then due to many bugs and well...it wasn't as polished as it is now. Plain and simple. Now, I honestly don't know where you think I'm trolling? I've already told you that the music is something that's being slowly worked on, and you didn't even say anything about the other things like the debug room or character lines). Some things WILL be taken care of (recently, I realized after an event during my recent vid LP that I didn't really specify something, or rather, it was specified in such a strange manner that it didn't make sense). I'm pretty sure I've been chillaxing and calm on my end...you seem to be the one blowing up at me over the whole thing.

Oh yes, it's easy to seem calm when it's not your game being reviewed, and someone isn't being a hardass about it. Equivalency in conduct is everything. If I went around being like "oh, I'm gonna give you a sucky review..." how would you feel? I very much said, I decided not to review yours, but you didn't let it go. Which begs the question, why? I heard all the criticisms. None of them said 1.5, just "this is my taste, and I don't like it" or "it's a little weak in these areas and could improve." 1.5 is generally a bad, buggy game, with no strong good points. I know otherwise. So, yes, that sounds like a vendetta, going after someone when the situation doesn't warrant it. Especially, when you won't stop even when they ask you not to, and when the only thing directly before it was your review.

Let's see...the start of the game states to go to Misty Lake. I'm pretty sure it's made clear there (if you skipped the opening, then it's told by talking to the NPC after getting the item). There's nothing unclear about that at all (yes, I know about the areas that people shouldn't access, and I've already closed those off now so they're only accessible when people need to go there, aside from one area). And it also states that you should check out the village, which is also not unclear at all, before going to the lake (it's a bit unclear if you skip the intro, yes, I know). On top of that, you have a character that goes to the place you're supposed to be going to anyways (even if you did skip the intro or not talk to Suika, that much SHOULD be clear I would imagine...). So yeah...if you skipped the intro (or if it froze on you which I apologize for because someone did bad coding in that intro), there's still a couple hints as to where to go at the start of the game at the very least.


The world map does NOT lead one to any conclusion besides that the road from the temple leads to the first area. Which is wrong, that road leads to an incomplete area. What hints? I see no hints.

I was taught "if you can't say anything nice, don't say anything at all." Then I learned of people who used politeness as an excuse to give people the shaft and justify it to themselves (saying "no thank you, I feel we don't need you for this job" when you're homeless and broke is not very polite at all). So, then I learned about boundaries, as a result of them being abused. The key one, is that when someone asks you to do something, you have the right to do it the way you want so long as it doesn't directly affect them (which it does). But they also have the right to tell them to get lost, because they set the terms.

I'm currently playing your "Fixed" version.

Issue 1: The game load is heavy. It lags before I try to play it.
Issue 2: Include your own damn RPG_RT.exe file. I had to make one for it. Again.
Issue 3: You've got some enormous map here, and it's somehow supposed to be clear where the hell Misty Lake is from all the others (I've never in my life played a Touhou game). Half of which (including *cough* the one the road is directly leading to) are unfinished (and rather than dummying them out by erasing the graphics until you're ready to use, they are CONSPICUOUSLY missing, as in you can go right up to them and they say "Sorry this map is missing."
Issue 4: All I remember from the opening was the guy with the box. I paid attention to what appeared to be the main plot, and then someone said "We should go to ..." and I was like "Why? What does she need to go there?" It was a total non sequitor, as nothing led me to this conclusion. (So, I forgot it) Worse, I have no idea what hints you mean. The first person I talked to in the temple gave me an item, and when I left town, a nice hint would be "Remember, we should visit the ..." (Nope, I forgot the opening, and wandered the land wondering what the hell to do)
Issue 5: Many of the places you decided to finish appear to be completely irrelevant to the plot (some old temple to the south, bamboo forest where you can't enter, and a human village where people just talked about some flowers that a demon grew.
Issue 6: You have Touhou characters in that village, sorta realistic looking ones most of the areas, then suddenly I see straight RTP characters. I don't mean to be hypocritical, but there's no consistency in the sprites.
Issue 7: Many of the problems with the game are before you even download the game. I am not going to download all that music, so it's alot of wasted space, and your biggest selling point (I assume you got that music there for a reason) is gone.
Issue 8: From what I'm seeing of the newest version, many of the points are still valid.

Sorry, besides cute characters, which I didn't know and thus could not identify with, I didn't find much positive.

High encounter rate is not a killer glitch, it's just grind. "Not implemented" is a killer glitch, which I fixed, and which you never experienced. Having massive unfinished areas of the game is also a glitch (oh I'm sorry, that's your game). So what are you griping about?

This is me giving an honest review. You know what I'd give you for your "much improved" game if I reviewed? It'd have to be a 0 to 1. Is this because I can't stand the style of your game, because it's too much like Final Fantasy XII which I obviously hate? No, it's because your game is an incomplete mess which is further complicated by its enormous and confusing map. You are not being honest here, not with comparing your game to others, and not with your analysis of pro games. Yes, I know from the rpgmaker script that there is alot there, but it's poorly organized and implemented, forcing you to wander the map.

I know the strengths and weaknesses of my own game. I've fucking tested it to death.

-It's too long. WAAAAAAAAAAAAYYY too long. (It's actually two games)
-I can't seem to get the challenge of monsters right. They're either too hard or too easy.
-The puzzles are really weird, and some are hard to solve.
-The grind... yea, there are a ton of battles. (You can flee them, you know, at 100% chance too)
-It's big so it's hard to test for.
+The grind actually helps. Stats increase greatly, you can buy random stat seeds from a merchant for each level up, and you gain skills spaced out over levels.
+There's a ton of good code features. Even if it weren't much of a game, it's still a good tutorial.
+The characters aren't bad. The plot's really about the characters, screw the backstory. I got that too, over the course of the game.
+There are plenty of sidequests and character quests, and interesting things to do.
+The game is self-contained and complete on arrival, and the person running the game is ready and willing to add stuff on demand and fix any bugs pointed out without making excuses like "that was the old version" or "I'm in the process of fixing my music" (it took me ONE NIGHT to fix my music)
+It has its own battle system. Seriously, how can you not like that? It's freaking awesome.

Starting from average, that's...
-5
+6(5 if you don't care about the last one)

That makes it a 3 (or a 4).

Oh, yea one more.

+Story events telling you where to go are common, and if you ever start after a long pause, there's an actual journal telling you what you've done, and also a help system telling you what to do.

I'd prefer not to have a review, then, thank you. Not even if you gave me a four or five. Just... leave me alone.


Bleh, not either of our finest hours, but especially not mine. Anyway, he did not leave me alone despite my assertion that Review Exchange is a bargain situation, and the other person backing out means the one reviewing is basically doing it just for sadism or something.
==========================

...Whatever. It isn't like now there's much I can do except try to fix my game. Which is why, anyone who hasn't played my game, who is just "Xenomic, great review, you crushed another person's self-worth and it was like so totally awesome" I'd really appreciate them clearing out.

I'm here to listen to direct criticism on various bugs, errors, etc. That's fine. I'd like to work on testing the game, and I can fix that. What I can't fix is public opinion, and I tend to react poorly to it (poor social skills IRL), especially if it's "your game is bad, and you should feel bad" rather than "this is what you could do to fix your game."

Let's start with Game Balance (since if Xenomic played long enough there were character side-stories, and backstory).

Since I think in terms of glitches, let's look at this whole big thing as one big glitch.

Okay, first off, I started with the random experience, because there was no sane way I could work out experience otherwise. Lemme put it this way. There were several battles that could kill me at level 99, that I could also defeat at level 13. Enemies with poison, for instance, are basically a flat challenge throughout the game, even if yea, you can beat them in one hit. There's also the fact that I had to keep testing monsters for experience, and due to certain factors (ignored def spells, or special attacks), there wasn't any consistent way to do this.

Another issue I had to deal with was stuff like this.



So, these monsters individually are some such experience, and easy or hard on their own. But, Carbuncle has reflect (meaning you can't just blast everyone with magic), and the Jack O' Lanterns have evasion (meaning you can't just attack everything either) You need a targetted approach. It was teamwork battles like these, plus the fact that I was doing leaked experience (there is no variable Monster exp), and the fact that I sort had to guess, since monsters would sometimes run off, led me to the conclusion, "I want a sort of experience range" rather than an exact value. This way, I could basically come up with a range for low level monsters:

Low experience: 100-450
Medium exp: 500-950
High exp: 1200-3500
(And the below usually for difficult, or fast grind enemies)
Massive exp: 4000-10000 (usually dragons)
Tremendous exp: 10k-50k (usually monsters that are pretty much a guaranteed level to 99 or near it)
Freakish exp: 50k-100k (these sort of monsters are strange, as you have to be almost maxed out to defeat them, making the rewards they give more bragging rights than anything).

I then multiplied the value by the number of monsters (figuring a battle is more difficult if you have multiple attackers rather than just one). I also made a Boss exp, which basically multiplies monster number by zero (there were many reasons, but the chief ones being that I could see experience not getting blocked out, and deciding to work during a cutscene).

Of course, this has a ton of problems:

  • Monsters are regional, that is, I have ice drakes at snow areas. And I have some areas with loads of elves of all levels. If later areas have them I include them, but they count as an easy filler monster. With consistent experience, this is fine, they have the same puny damage as before, but it is jarring to see an 800 exp drake wandering through the area, and then a big tank of a full-grown dragon the next battle.
  • I believe color swap clones are extremely boring. I have a few of them, and I hate 'em. So as much as possible, I tried to include status effects that were trouble at any level, like Poison or Freeze to increase the lifespan and versatility of monsters. I also tried pairing them with monsters that might help create trouble on their own. It sometimes worked, but gave weak monsters inflated exp
  • Because monster battles are based on weird things like perceived challenge, experience is literally all over the place. In a given map or landmass, you might have: one mook monster, basically there to make you use up resources (which fails somewhat due to the fact that you can restore mp by attacking, urrrgh); a few avarage monsters for the expected challenge; one big monster that you have to run from, etc.

There's a few possible solutions, I'm willing to take whichever one you guys think works.

1. I could make a monster threshold for all monsters, making sure you can't get much if you're overlevel. The problem with this is certain monster groups that are always challenging, no matter the level, and then there's having awesome gear that makes you really OP despite enemies being very strong.
2. I could flatten all enemies to low or medium experience, except the strong ones. Which might make battle suck. Also, I think I did that. And the problem is, people see thematic dragons together, but the exp is all over the place.
3. I could ummmm... do something else (I really need suggestions/help with this one). Monsters aren't scaled by level, but by region and type. So yea, some sort of idea concerning this...


Okay, let's see... steal redo, exp redo (I want random, but maybe the threshold is best)
*Yeah, I know there was a Darkness weather thing. I was just saying that if Night were to do what Darkness did, it'd make having Darkness completely useless, which obviously you don't want to do because Darkness is something that works for caves and deep places).

*So it literally is the character's level? Huh...at times it felt like Elias gained more MP than his level was, because I remember being at like 20 something MP and being back at 200 MP really fast. o_O

*I guess I'm on the opposite spectrum of that. I think that for most of the game enemies/bosses should still be challenging to the player (final boss should be difficult, because it's the final boss). Of course, not OVERLY difficult like say...Final Fantasy IV DS where Flamehounds will pretty much murder you right off the bat and welp, there goes THAT run of the Tower of Babil!

*It's pretty simple as you already stated. Have it target a monster, then have a switch for each monster (Steal 1 - Steal 8), and just run a branch for them. It's actually not that difficult to do (just make sure that at the start of a fight, you have those switches turned off!). The only real time-consuming part is changing each branch to work properly. At least you won't have to worry about making sure there's one for normal steals, one for doubled steal, one for rare steal, and one for doubled rare steal! ^^; Hell, I could even show the code for it if need be for the simple version if you need a reference. Actually, I have a tutorial for it that I did a while back.

*I didn't realize there was a jumping (oh wait...I forgot, I just recently got that. Hurp...). I guess that could be problematic. Oh, and speaking of which, I DID get around your high random encounters without getting into a single fight via using the mouse. Yes, the mouse by holding the left mouse button, would allow you to walk without getting into fights (also lets you move while the EXP/Gold message is up). It doesn't work everywhere though so it's odd.
Well, that might be to do with something weird going on (I have literally hundreds of events in battle). You might've been wearing a MP restoring accessory (noticeable now that there's a mp display system) or there might be some bug with the turn system doing a bunch of turns at once or something. I'd have to investigate. Holdon... 20, you say? Whoa, gosh, you're right.

That's a bug. That's definitely a bug. Elias should only restore 27 MP if he's got just over 200 MP. Found it. There was leftover code elsewhere that was all screwed up, basing it on intellect or something. It should be fixed on the next patch, along with trying to make a new experience system, and limiting steals. If anyone wanna fix it on their version right now, goto Common Event 428 (Elias Build UP) and look near the bottom (there's a screwed up thing that bases it on Nevras Intellect to heal Elias's MP). No wonder you found Elias overpowered. I mean, he does have the top two elemental powers (living hates dark, dead hates light), but that crazy MP restore pretty much.

Oh, don't get me wrong, I want monsters to be challenging. But I have this peculiar 2/3 rule. I mentioned it in a discussion about Soul Shepherd.

"An enemy should not deal more than 2/3 of total life. And ideally, it should be closer to 1/3 to allow time to heal and time to attack." (Not only does this not result in one-hit KOs, which I see as pretty much the ultimate in bad balance, and you should point out anywhere i do have them, but if you have only enough time to heal or attack, the battle is not gonna be much fun). I do want to raise boss damage gradually, but common monsters (until later in the game), can settle for wearing the party down, softening them up for the boss.

At the other end of the spectrum...

"An enemy should not deal less than one damage to the party, barring elemental immunity, or a miss" (I hate this. Especially for magic, which is why I think most of my magic is actually ignore defense. It's good to have defense items massively reduce physical damage, but if a monster stops being able to deal damage, they're worthless. All too often, I end up leveling too high, and nothing can hurt me)

Hmmm, if I can, I'm gonna actually make the branch work inside the common event entirely, so all I have to do is just call the variable number.



Should work now, once I add the formula below. All I'll need is the Steal Monster number on the battle event and it'll look at everything internally.

Hurp derp. Yea, I found that too. I did the mouse thing and I guess since it's automated movement (move Hero event, instead of you personally moving the hero), it doesn't count. I'm not 100% certain I like the mouse, though, since you tend to wander about due to its finicky nature. Probably why I didn't add it everywhere.
Glad to see lessons are being learned and bugs are being fixed.
Yeah, the EXP thing is something I'm going to learn how to do, since as much as I'm against grinding personally, my game is pretty grindy itself (a bit of a hypocrite on that bit I am), mostly with money though (which is perfectly fine). The EXP however is horribly handled and I need to think of a better solution to it than the default...


I thought something was odd about how much he was getting back. That bit was what was making Elias one of the best characters up to where I was playing, as there was literally no reprecussion for using up all of his MP as he only wastes one turn to attack.


Well, unless you can fix up the encounter rate somehow, might be best to leave it as a "feature" or something, as it does let you get around it. Again, I'm using 80 for my encounter rates, and that seems to be working pretty well (the default 20, and even 40 which my double encounter rate is, kinda gives a bit of fighting). But that's up to you.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I can't write a proper review yet since I barely got to see any of the game, but here are some observations:

1. In the intro it's kind of jarring to have the voice acted lines and then the exact same lines in text after that's finished. It's made worse by the fact that after every VA line the music that's playing starts again from the beginning.

2. Most of the system choices seem to make the text almost impossible to read unless you squint. I had a hard time reading in places, especially when the message window was translucent.

3. If you're going to let my enemies have two, maybe even three turns before I get one, please don't make their attacks take off half my HP or allow them to inflict me with insta-death. As a corollary to this, the miss rate of my own attacks makes battles even more frustrating because I'm often wasting a turn on a failed attack and in this system I can't afford to do that.

4. Jesus Christ the first town is enormous and empty. Does it like populate with more stuff later?

5. The NPC who explains monster types would be better just giving you a brief spiel and then handing you the book. There's not much point in going through the entire monster list, then getting a book that repeats exactly what the NPC just said.

6. If your ATM PIN starts with 0s and you say you forgot your PIN, the 0s are omitted when she tells you what it is. I don't really think there's a way around this though other than conditional branches.

7. This might just be my own personal preference from years of being molly-coddled, but I generally don't expect to die a horrible death before I've even fully explored the first town. Granted it's my fault for wandering into the graveyard but I wasn't really expecting to be raped so soon. :P

Hopefully I'll be able to bring myself to start again and try not to die so quickly, but right now even the starting area of your game is turning me off. I can see some promising stuff, don't get me wrong.
author=bulmabriefs144
...Whatever. It isn't like now there's much I can do except try to fix my game. Which is why, anyone who hasn't played my game, who is just "Xenomic, great review, you crushed another person's self-worth and it was like so totally awesome" I'd really appreciate them clearing out.


...You mean me?
edchuy
You the practice of self-promotion
1624
@Trihan I played the demo of the game a couple of years ago, but it seems to me your early observations are spot-on! I'm not sure when I'll try play it again, but hopefully, all this feedback will eventually produce a better version of the game ...
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