• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Feedback for v0.02

  • rabitZ
  • 08/21/2010 12:07 AM
  • 6734 views
Hello people!
Please post comments/suggestions/whatnot about v0.02 demo of the game HERE, and not in the main game page.
This is just so feedback from v0.02 can be read all from one place, and doesn't mix with future releases.

Thanks a lot!

Posts

Pages: first 12 next last
Well, I liked a lot I only have a few things other then what was already mentioned by me and Deckiller.
-I was really excpecting Alexia to be a fighter, considering she came from the Fighter Guild. The Cleric was a surprise. I'm unsure whether this is good or bad, but you might want to have some more backround on why she left tied to the Cleric (maybe she felt out of place or something)
-The rabid wolves are much to difficult in large numbers if you don't hav Alexia
-I was completely shocked when

the fighter master guy killed the king!

good job with the story!
-This is just advice for the future, either more skills or perhaps more characters who aren't fighters

Just a few ideas for the future
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
@Everguard:

*Yes indeed! The fact that Alexia is a cleric is an intended surprise. I intended to have her say something like: "What? Just because I was in the Fighters Guild you expected me to a be brute like both of you?" haha... I intend her to be a Fighter/Cleric (like D&D doubleclassing).
But I didn't get around to adding that in the demo. It'll be better explained in the future release.

* Will certainly continue to fine tune the difficulty and the balance of all the battles. Don't want impossible battles but not PIECE OF CAKE ones.

* And about the skills: that's perhaps the main thing that still I'm not exactly sure how to implement. I mean, I WANT most of the characters to be Fighters (after all, magic is not common in the kingdom of Whitecroft), nut at the same time I want them to have different varied skills. I will most definitely add more skills, hopefully useful and interesting ones.
-I'm glad you have ideas to take care of that little surprise.

-Good for you, taking care of those battles can be a key factor in the gameplay

-I think it will work if you have mostly fighters, just have people who fit the four classic class types
Warrior(Deal big damage, absorb hits), Healer(Heal), Mage(Deal damage, status), Thief(Deal consistent damage)
You don't have to use those particular class names, or magic users, just have people who can do what is in the parentheses.

EDIT: Something you may want to consider, some games have fighters that cast spells through swords, or paladins, or something like that.
The story seems good overall. I does move along fast as well, maybe even to fast although I do prefer to fast rather than to slow. There are a few details I found strange though.

When the king told Zillioen that he suspected a traitor is feeding the enemy information, he seemed to act as if it was something unexpected. Paying an informant is one of the most basic spy tactics. If Zillien had the information needed to make a good mole, the king really should have put him on the list of suspects. There may be a good explanation for why the king let himself be caught off guard, but right now comes of as naive fool.

Why is Zillien disbanding the fighter's guild? The explanation seemed to be something in line of Zillien seeing it as a potential obstacle now that he became the ruler, but that makes no sense. The guards shouldn't accept Zillien as a ruler. Even with the prince gone, there should be a council or other high ranking people that are prepared to step in. Meanwhile, the fighter's guild is serving Zillien and the game made it clear that there's currently a lack of soldiers protecting the capital due to the war, meaning the fighters most likely outnumber the soldiers. If anything, Zillien should be using the fighter's guild to fortify his power and keep the whole aristocracy in check, not the opposite.

Speaking of soldiers being out fighting, you usually don't have your own soldiers fight while mercenaries or other warriors not under your direct control protect your home. If you need to divide your forces, you make sure the mercenaries are part of the fighting force and your own soldiers are protecting your capital. I admit there may be a good explanation for that illogical arrangement. It didn't seem the king was prepared for the war while Zillien was, so he could have arranged it so that members of his guild conveniently were away from the war-zone when the attack began and in other ways in a state where they couldn't be deployed fast enough. If there is an explanation like that, make sure it's in the game.


I approve of the idea to make most characters fighters and to make fighter skills more flexible. You need to work on implementation though. Enemies are dying to fast for kick and anger to be useful. Kick does seem to hit fairly accurate and it lasts two turns, so it could be effective against tougher enemies as long as you don't make them resist it. Anger however, will not be used in anything else than a boss battle. It costs one turn to activate it, it's a turn you could have used to deal damage instead. Since the purpose of anger is to deal damage, that's self defeating unless the battle last enough turns for you to gain back more damage than what you lose by casting anger in the first place. Usually, that means a boss battle.
I agree with everythiing Crystal gate said, especially the Show parts. You should really work on the character motives with He who turned evil :)


Also, you should change some of the dialouge when Zillien kills the king and guards. It makes it sound like he is unsure of what he has done himself. It was wierd the way the part where he accuses Banias is worded
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
Ok! Thanks! Like wowpebbles said your feedback is appreciated.
Even though I have the basic premise in my head, finer details like those you pointed out, I still need to work out on.

@Crystalgate:
haha, you seem to have given my story a lot more thought than myself.
About the 3 points you talked about:


1. Well, I shall have to elaborate more during the game on why the King is caught off guard. But for now, I'll say that he justs trusted Zillien too much and was indeed a naive fool.

2. Yes, my original idea was that Zillien "disbanded" the Fighters Guild because he sees Banias and Ulric as potential obstacles. My idea was that in this kingdom, the government and the Fighters Guild are closely linked (in fact, the Fighters Guild was created by a prior king, and is more than just mercenaries). The head of the Fighters Guild is indeed that "other high-ranking people" prepared to step in. Zillien knew that. I'll probably make it so that Zillien "transforms" the Fighters Guild into the new "Royal Guard" or something like that, in order to fortify his position, like you said. I think that makes more sense.
A large part of the second half of the game is Rostam rallying the people against Zillien in order to regain the throne he rightfully deserves, knowing that most nobles don't accept Zillien, they're just afraid of him (or perhaps they simply don't care, as Zillien could have simply bribed them or bought their loyalty).

3. Eonas indeed wasn't prepared for the war, since he trusted the other kingdom too much. Zillien was, seeing as how it was all his idea. And yes, my original idea was that Zillien recalled the frontier Guild members to the capital and waited before prince Rostam was near the frontier before signalling the other kingdom to invade, knowing that Rostam is way too honorable and proud, and would rush to defend the kingdom without waiting for the King's approval (That makes sense, right?).


About the battles balancing, those are useful pointers you have given me. The balance is far from perfect, and the intention is to continually improve it.

@Everguard:
I will look into better establishing the character of Zillien, what are his motives, and explaining how much the King really trusts him. That was my idea all along.


The idea is that Zillien brought Banias along solely in order to frame him. He wouldn´t be able to put the blame into Banias if Banias wasn't there. Whe Zillien says "what a tragedy" he´s being ironic (irony, that's the word, right?). I' ll work on the scene.


Please remember folks, English isn't my native language, so if some parts are worded in a wierd way, you can tell me and I will look them over.
It's not that the grammar was strange, just the idea of the text (You do a great job for English not being your first language)
Those explanations looks good to me. The problem is that I have played tons of RPGs where things don't really make any sense and events are happening because the author wants them to happen, not because there's a good explanation for them. You game looked like it had that kind of problems. I'm glad that's not the case, but you need to somehow communicate the fact that you have thought things trough to the player. I understand that can be tricky, you don't want to drop a large load of infodump on the player to early. Here's my suggestion though:
Let the player know that the fighter's guild was created by a prior king, what it was created for (no need to get into details early though, the general idea is enough) and that the head of the fighter's guild is the one who's actually supposed to step in if the king cannot rule. That is the information the player needs to know in order for your scenes not to look like plotholes. For example, the king trusting Zillien makes more sense then and at this point the player will most likely suspect there will be more details later about how Zillien got that much undeserving trust.

Information like how Zillien moved his men so that they are in a convenient position at the right time can be revealed later and bit for bit if needed. Elaborate details about why the fighters guild was created and what it's role is can also be explained later, as long as the player knows the general idea. If the most pressing details makes sense, you can get the player's trust and he will believe that what doesn't seem to make sense now will make sense later.
Thank you for your feedback, it is much appreciated.

We do indeed have this handled.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
@Crystalgate:

Thanks. Just read your answer. The very reason I released this demo in its current state was to see if there were no major faults with the story and other aspects. I understand your points, and will take them into consideration.
I didn't want, as you said, to drop "a large load of infodump".

I am fundamentally happy with the story so far, and I hope you really found it "good overall" like you said before. I think of it like a draft document, so I expect things to get better hopefully.
Oh, here's a thought on combat, or rather escaping from it. You need to make it where the enemy disappears or is otherwise unable to re initiate combat the second you escape. It just makes it ten times harder to escape otherwise.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
comment=40893
Oh, here's a thought on combat, or rather escaping from it. You need to make it where the enemy disappears or is otherwise unable to re initiate combat the second you escape. It just makes it ten times harder to escape otherwise.


Will look into it.
Here is what I do, DON'T let the player escape in the first place. That way, A. you won't have those problems and B. the player is forced to level up sometimes, instead of escaping each fight.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
comment=40898
Here is what I do, DON'T let the player escape in the first place. That way, A. you won't have those problems and B. the player is forced to level up sometimes, instead of escaping each fight.


haha... Could be an option.
So far I'm loving the demo. Once I'm all done I'll write done some impressions on the strengths and weaknesses so far. Just in case no one mentioned it yet though, I have found a few glitches:

-In the Weapon shop in the walled in town you go to (the one where you deliver the letter) if you walk to the part of the counter with the paper on it you can walk over the counter.

-In that same town on the house by the pawn shop, you can walk up on the right side wall of the house.

-In Kobold Cave, if you dash past the lizard monster and try to use the key on the door the game freezes and you have to x out of it or alt F4 it.

-When you complete The Gathering quest Aida says she gives you 10 gold when you in fact get 15.

Keep up the good work!
comment=40893
Oh, here's a thought on combat, or rather escaping from it. You need to make it where the enemy disappears or is otherwise unable to re initiate combat the second you escape. It just makes it ten times harder to escape otherwise.


All you need to do is put in a Set Move Route (This Event): Wait X frames under If Escape. The enemy will stand still for however many frames, then continue running after you (or whatever you have it set to do).
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
@Alex898, MKID232:
thank you for spotting the glitches! We'll work to fix them.

@Nines:
Thanks for the pointer. Will work on that as well.

We appreciate the feedback. :)
Hey I finished up the demo and found a few more glitches:

-On the mountain road with the wolves, there is a part of the mountain in the middle missing the corner piece, allowing the player to walk onto the mountain (and harvest the goods up there as well). That may be intentional but it looks weird so i would suggest maybe an alternate way to allow the player up there.

-When on the mountain road and walking to Alexia's house, you can walk below the road tile, and if you do so you will walk past the teleport point, instead of being teleported to her house. I would recommend copying the teleport event so it covers the tile under it as well.

-Not a glitch but by the time I got Alexia in my party, due to grinding and doing the sidequests, both my guys were level 8 and she was only level 3. What I did in my game was use variables so that whenever you get a new party member their level is set to be the same as the main character in the party. Just a small suggestion.

- I feel that in the Kobold Cave sidequest you should consider having the chest give you 3 or 4 fire potions instead of 2. I was having alot of trouble killing the pet and then the orc boss and finally had to grind for money then go to town and buy 2 more fire potions from Aida to be able to beat it.

------

Minor Glitches aside, this was a fantastic game! I loved the herbalism ability which added alot to the game, as well as the harvesting. At first I thought it was strange that the enemies didn't drop any gold when you killed them, but they did drop items, which could be sold for gold or used to make potions. This ended up making the game more realistic in fact since random bees didn't have gold strapped to them lol. The map design was amazing, it was very detailed! I also liked the choice to use icons for the battlers in the battle screen, it made the battle system more unique. I also liked how the stores had a variety of weapons and armors to buy, allowing players to choose to buy weaker defenses instantly or to grind up and get the powerful defenses.

I really enjoyed the demo and can't wait until the final product is released!
Pages: first 12 next last