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Let's Play Soul Shepherd 6-10.
- EdgeOfChaos
- 10/18/2014 05:05 PM
- 11828 views
Full playlist: https://www.youtube.com/watch?v=_sW4kMiM2rY&list=PL819buUmyXo7Rw44Z9CITP7qhdwTe0V9R
First part: http://rpgmaker.net/games/2628/media/2247/
Same deal as 1-5. We can now explore into the next village, and past the Dog door(s).
Progress:
Chimera: killed
Paras-whatever-his-name-is: killed
Lamia: killed
Siegfreid: killed
Dragon Whelp: killed
Ares: killed
Bonus video: fails against ares. Now you can see how annoying he is too!
First part: http://rpgmaker.net/games/2628/media/2247/
Same deal as 1-5. We can now explore into the next village, and past the Dog door(s).
Progress:
Chimera: killed
Paras-whatever-his-name-is: killed
Lamia: killed
Siegfreid: killed
Dragon Whelp: killed
Ares: killed
Bonus video: fails against ares. Now you can see how annoying he is too!
Posts
author=EdgeOfChaosWell, then you have all the major pieces. After that, it's just a matter of optimizing for damage without pushing yourself into game-over-from-damage territory. As I've said, he's really hard right now, harder than he's going to be when he's not the last boss anymore. And he has some design issues. Currently, it isn't really clear what the optimal setup is to beat him, you just have to tweak until the numbers are right, and I intend to make it more obvious what is optimal in the next version. And the HP bars I intend to add would be more helpful here than anywhere else.
No, I didn't forget about Taunt (if that's indeed what you were hinting at)
I'm assuming you got the unique weapons from Naraka? You pretty much need all the damage you can get.
author=zomberoauthor=EdgeOfChaosWell, then you have all the major pieces. After that, it's just a matter of optimizing for damage without pushing yourself into game-over-from-damage territory. As I've said, he's really hard right now, harder than he's going to be when he's not the last boss anymore. And he has some design issues. Currently, it isn't really clear what the optimal setup is to beat him, you just have to tweak until the numbers are right, and I intend to make it more obvious what is optimal in the next version. And the HP bars I intend to add would be more helpful here than anywhere else.
No, I didn't forget about Taunt (if that's indeed what you were hinting at)
I'm assuming you got the unique weapons from Naraka? You pretty much need all the damage you can get.
I did 27360 damage, can you tell me if that's close? If he has 30K hp, I can just rush him until I land two critical cleaves. I landed 1 critical Cleave and dealt 27360, and crit adds about 5000, so it would put me over 30K. If it's above though, I need to think of something else.
I got a few of the equipments. Not getting them all, as Naraka is dumb (and 4 hypers makes the game lag severely)
author=EdgeOfChaos
I did 27360 damage, can you tell me if that's close? If he has 30K hp, I can just rush him until I land two critical cleaves. I landed 1 critical Cleave and dealt 27360, and crit adds about 5000, so it would put me over 30K. If it's above though, I need to think of something else.
He has over 60K.
author=EdgeOfChaos
I got a few of the equipments. Not getting them all, as Naraka is dumb (and 4 hypers makes the game lag severely)
Hmm... I don't have that problem on my computer. :/
Okay, not going to even bother if it's that absurd. Thanks for making the game, it was great for the first ~12 to ~15 hours at least. The game lost much of its appeal in the later bits, but that's understandable because it's newer and therefore less polished. I think I might come back to it when you make more.
About the LP: I don't really want to leave a failed LP here, but I won't delete the threads either. I'll upload one more video of the two bosses I did (edit: done), then it's done. I guess when you add more, I'll just restart the LP. I don't think I adequately showed everything, not even the first part, which is why I'm not that happy with it.
Also, I never did find the last rare gem... is it some place after Ares?
Here are some final thoughts about the game (going to be a long post).
Minor stuff
- "Hilted Strike" should be changed to "Hilt Strike" (hilted is not a word.)
- Those green bushes in Dustopia blend in with the background but also block your movement. Should be able to walk through.
- If people are teleported to a random point in the labyrinth, it seems quite unlikely that your character would be teleported to a town near the weakest land. I always thought that everyone was sent to the weak area first, and that's just where the portal drops you off. Oh well, it doesn't really matter
- Curse animation is identical to Confuse animation (maybe change them). I mean when the stars drop down on the characters, not when they have the status.
Soul System
This is really unique and is the main attractor of the game. We've already talked about a lot of these things I'll bring up, but I just want to compile all my thoughts in one post.
- Why do some souls break when unequiped and some don't? Why do souls have to break at all? Seems unneeded.
- Nothing to do with excess souls. Even the synth shop doesn't really help, as it takes like.. 4 souls of each type to make all the stuff you would need. I think if you could synthesize consumable items, I would use it a lot more.
- Soulshards repeat too much and some are hugely underpowered.
Abilities
- One of the most annoying parts of the game was farming abilities off mid-level souls, especially when the ability is the 3rd slot. I wish there was a soulshard that increases the rate at which you gain ability points or something.
- Ability unlearn menu is unclear. The new ability shows up in white but that is not clear at first, and you can be sure I was guessing quite a bit early on. I wish it would show the new ability somewhere off to the side, or higher or lower than the old skills.
- I wish you could choose which slot on your command card the abilities go into. This isn't a big issue, and I don't even know if its possible on RPGMaker, but if you could, that would be a nice little bit of customization.
Balance
The struggle here would be finding a balance between difficulty and fairness. You mostly did a good job with this.
- You probably know the problems with Ares, as you said "he has some design issues", and you're going to reduce the difficulty.
- Gloom has a high luck aspect and a huge reward, and I don't think it really has a place in a game where strategy is supposed to be the most important aspect. Other abilities are luck based, but insta death is too strong because if a character dies from it, it's VERY difficult to revive him. He revives at 100 or so HP, and most enemies have party damage at this point. For the player, it can wipe out hard enemies (esp. hypers).
- Labyrinth seems pretty unfair. Especially with random-encounter bosses.
- East town to beach seems too hard.
- The escape chance is very low vs. enemies your level, and even fails frequently to enemies below your level.
Misc
- Character walks very fast, I like that
- Bosses on the map don't match up with bosses in battle. For example, Chimera looks like a cat on the map, and Isonade looks like... I don't even know, but it doesn't look like an Isonade.
- I wish there was a way to see enemies' elemental weaknesses without testing everything, like a Scan. Because several of the weaknesses are not intuitive.
- I love how open-ended the paths were. You can choose to go several places if you want, and that's really nice.
- The game is enormously grindy. This can actually be a pro or a con depending on what type of game you like. It was a little of both for me.
Technical issues
- FPS drops when there are 3+ hyper enemies. For me at least, I don't know if it happens with anyone else.
- If I do other things on the computer than play the game, the enter key and escape key stop working and I have to restart my computer to make it work. It's a known problem with this version of rpgmaker, not sure if there's actually anything you can do though.
About the LP: I don't really want to leave a failed LP here, but I won't delete the threads either. I'll upload one more video of the two bosses I did (edit: done), then it's done. I guess when you add more, I'll just restart the LP. I don't think I adequately showed everything, not even the first part, which is why I'm not that happy with it.
Also, I never did find the last rare gem... is it some place after Ares?
Here are some final thoughts about the game (going to be a long post).
Minor stuff
- "Hilted Strike" should be changed to "Hilt Strike" (hilted is not a word.)
- Those green bushes in Dustopia blend in with the background but also block your movement. Should be able to walk through.
- If people are teleported to a random point in the labyrinth, it seems quite unlikely that your character would be teleported to a town near the weakest land. I always thought that everyone was sent to the weak area first, and that's just where the portal drops you off. Oh well, it doesn't really matter
- Curse animation is identical to Confuse animation (maybe change them). I mean when the stars drop down on the characters, not when they have the status.
Soul System
This is really unique and is the main attractor of the game. We've already talked about a lot of these things I'll bring up, but I just want to compile all my thoughts in one post.
- Why do some souls break when unequiped and some don't? Why do souls have to break at all? Seems unneeded.
- Nothing to do with excess souls. Even the synth shop doesn't really help, as it takes like.. 4 souls of each type to make all the stuff you would need. I think if you could synthesize consumable items, I would use it a lot more.
- Soulshards repeat too much and some are hugely underpowered.
Abilities
- One of the most annoying parts of the game was farming abilities off mid-level souls, especially when the ability is the 3rd slot. I wish there was a soulshard that increases the rate at which you gain ability points or something.
- Ability unlearn menu is unclear. The new ability shows up in white but that is not clear at first, and you can be sure I was guessing quite a bit early on. I wish it would show the new ability somewhere off to the side, or higher or lower than the old skills.
- I wish you could choose which slot on your command card the abilities go into. This isn't a big issue, and I don't even know if its possible on RPGMaker, but if you could, that would be a nice little bit of customization.
Balance
The struggle here would be finding a balance between difficulty and fairness. You mostly did a good job with this.
- You probably know the problems with Ares, as you said "he has some design issues", and you're going to reduce the difficulty.
- Gloom has a high luck aspect and a huge reward, and I don't think it really has a place in a game where strategy is supposed to be the most important aspect. Other abilities are luck based, but insta death is too strong because if a character dies from it, it's VERY difficult to revive him. He revives at 100 or so HP, and most enemies have party damage at this point. For the player, it can wipe out hard enemies (esp. hypers).
- Labyrinth seems pretty unfair. Especially with random-encounter bosses.
- East town to beach seems too hard.
- The escape chance is very low vs. enemies your level, and even fails frequently to enemies below your level.
Misc
- Character walks very fast, I like that
- Bosses on the map don't match up with bosses in battle. For example, Chimera looks like a cat on the map, and Isonade looks like... I don't even know, but it doesn't look like an Isonade.
- I wish there was a way to see enemies' elemental weaknesses without testing everything, like a Scan. Because several of the weaknesses are not intuitive.
- I love how open-ended the paths were. You can choose to go several places if you want, and that's really nice.
- The game is enormously grindy. This can actually be a pro or a con depending on what type of game you like. It was a little of both for me.
Technical issues
- FPS drops when there are 3+ hyper enemies. For me at least, I don't know if it happens with anyone else.
- If I do other things on the computer than play the game, the enter key and escape key stop working and I have to restart my computer to make it work. It's a known problem with this version of rpgmaker, not sure if there's actually anything you can do though.
author=EdgeOfChaosProbably a good call~ I was going to start feeling guilty and compelled to fix Ares sooner rather than later, but I really need to finish my Ogre Battle hack before I get too distracted. :S
Okay, not going to even bother if it's that absurd.
author=EdgeOfChaosNope, it's before Ares. But if you didn't finish Naraka, that's probably where it is. Unless you also didn't go back to the Dragon Whelp door?
Also, I never did find the last rare gem... is it some place after Ares?
author=EdgeOfChaosYeah, but this is pretty much always the case in RPGs, even easy and commercial ones. If you had started anywhere but the first town or two, you'd just be S.O.L. on ever becoming an adventure. Game logic.
If people are teleported to a random point in the labyrinth, it seems quite unlikely that your character would be teleported to a town near the weakest land. I always thought that everyone was sent to the weak area first, and that's just where the portal drops you off. Oh well, it doesn't really matter
author=EdgeOfChaosThat's probably just straight up an oversight... since I think I do have an animation for Curse made...
Curse animation is identical to Confuse animation (maybe change them). I mean when the stars drop down on the characters, not when they have the status.
author=EdgeOfChaosCurrently, the main char can switch souls without breaking them, and the dolls can't. This difference probably causes more confusion than strategy. There's a couple reasons why souls break: (1) it's something to spend souls on, which is something you've noted already as lacking, and (2) it encourages more care and forethought in who gets what soul.
Why do some souls break when unequiped and some don't? Why do souls have to break at all? Seems unneeded.
author=EdgeOfChaosIt's certainly possible with coding, which I've already done tons of. I'll probably do it at some point. I also want to create a help button at some point that gives info about whatever the cursor is currently on. It's just gonna be a lot of work to make...
I wish you could choose which slot on your command card the abilities go into. This isn't a big issue, and I don't even know if its possible on RPGMaker, but if you could, that would be a nice little bit of customization.
author=EdgeOfChaosFor players, the main reason that I've found Gloom to be acceptable is that it can only be used in battles that you have to fight repeatedly, and hence the "luck" factor averages out over the repetition of battles resulting in a predictable amount of general usefulness. The rate could need to be downgraded if it too-reliably reduces the difficulty of random encounters. For enemies, players need a way to respond to Gloom that reliably neuters its effects.
Gloom has a high luck aspect and a huge reward, and I don't think it really has a place in a game where strategy is supposed to be the most important aspect. Other abilities are luck based, but insta death is too strong because if a character dies from it, it's VERY difficult to revive him. He revives at 100 or so HP, and most enemies have party damage at this point. For the player, it can wipe out hard enemies (esp. hypers).
author=EdgeOfChaosI think it's a little of both for people who *like* grind... which means it's too grindy. I'm going to have to find ways to reduce it. I feel like the current soul drop rate works well for areas that have entirely new enemies, but zones with only partially new enemies can wind up feeling pretty slow. Shop prices are probably a bit too high in some of the first half of the game.
The game is enormously grindy. This can actually be a pro or a con depending on what type of game you like. It was a little of both for me.
author=EdgeOfChaosThe random encounter bosses probably aren't going anywhere, but they need a rate reduction along with a consumable item that lets you fight them on demand. Naraka will most likely also be getting an encounter rate reduction and a hyper rate reduction. I want extremely hard battles at random to be a real possibility in Naraka, but currently the difficulty of the *average* battle is too high, and it causes a lot of drag. This actually sums up my theory on random encounters in general. I want them to be fairly quick, somewhat difficult, and randomly very hard. This philosophy begins seeing implementation with Hyper in the second half of the current game.
Labyrinth seems pretty unfair. Especially with random-encounter bosses.
Addendum: Thanks for playing and Lets Playing! I'm glad you enjoyed most of the game and only really disliked the parts that I too dislike, heh. It definitely helps with the motivation to be talking to someone new about all this stuff. Hopefully that motivation can hold through to when I'm ready to work on this again!
Certainly, I'd be happy to play again when there's new stuff and when changes are made. Though, next LP attempt if I do it again would maybe be done in screenshot format (example of a really funny screenshot LP), as the video bit didn't work too well. Too much jumping around... And I lost about 1 hour of footage when I accidentally deleted videos of me collecting Rare Gems and doing parts of the Labyrinth (was trying to clear out about 50 ares runs) so now there's a ton missing, and I can't go back and redo it.
Whenever there's some update about ares+others, I'll see.. Though, would seeing a second LP even be fun? (even if it was done better? I think I learned a lot about how to show the game here)
And yes, I did open that door.
Whenever there's some update about ares+others, I'll see.. Though, would seeing a second LP even be fun? (even if it was done better? I think I learned a lot about how to show the game here)
author=zomberoI searched Naraka for ages and I believe found one there. I left many treasures after I saw they were garbage (like 3 phoenix down). I specifically remember one, but I may have found two, I hardly even remember.. Are there even two there?
Nope, it's before Ares. But if you didn't finish Naraka, that's probably where it is. Unless you also didn't go back to the Dragon Whelp door?
And yes, I did open that door.
author=zomberoOh, alright, that's useful to know. It's not really much of something to spend it on though, as you might break 1-2 souls max of the types you use. This doesn't matter for regular souls (when you have 30 of them), but it does add annoyance to swapping boss souls - especially when you only have one. I ran into that when trying to re-spec my characters, I had to go back and farm Seigfreid for so long to get it back...
Currently, the main char can switch souls without breaking them, and the dolls can't. This difference probably causes more confusion than strategy. There's a couple reasons why souls break: (1) it's something to spend souls on, which is something you've noted already as lacking, and (2) it encourages more care and forethought in who gets what soul.
author=zomberoI completely agree. Also, the shop prices for the first area are way too high, I didn't buy anything. The middle shops seem OK (you can farm Kobolds at that point for money), but the later shops seem way too cheap. Or maybe there just needs to be another shop later with more advanced stuff. I have about 30K money currently.
I think it's a little of both for people who *like* grind... which means it's too grindy. I'm going to have to find ways to reduce it. I feel like the current soul drop rate works well for areas that have entirely new enemies, but zones with only partially new enemies can wind up feeling pretty slow. Shop prices are probably a bit too high in some of the first half of the game.
author=zomberoI like that. Yeah, those would be excellent changes. Also the lava part seems a bit too hard... I can rarely find my way back, because it's always blocked or long.
The random encounter bosses probably aren't going anywhere, but they need a rate reduction along with a consumable item that lets you fight them on demand. Naraka will most likely also be getting an encounter rate reduction and a hyper rate reduction. I want extremely hard battles at random to be a real possibility in Naraka, but currently the difficulty of the *average* battle is too high, and it causes a lot of drag. This actually sums up my theory on random encounters in general. I want them to be fairly quick, somewhat difficult, and randomly very hard. This philosophy begins seeing implementation with Hyper in the second half of the current game.
author=EdgeOfChaos
Whenever there's some update about ares+others, I'll see.. Though, would seeing a second LP even be fun? (even if it was done better? I think I learned a lot about how to show the game here)
Yes! Definitely. I'm inclined to think I'd prefer the vid, even with the jumping around, but a good screenshot series could be interesting as well.
author=EdgeOfChaos
I searched Naraka for ages and I believe found one there. I left many treasures after I saw they were garbage (like 3 phoenix down). I specifically remember one, but I may have found two, I hardly even remember.. Are there even two there?
Yeah, there's two there. The better treasures, and the second gem, are deeper in. Although Frock is a good one as well that's not very far in. Btw, I asked several other people and no one has the 4 hyper lag issue, so I don't know what to tell you there. :/
author=EdgeOfChaos
Oh, alright, that's useful to know. It's not really much of something to spend it on though, as you might break 1-2 souls max of the types you use. This doesn't matter for regular souls (when you have 30 of them), but it does add annoyance to swapping boss souls - especially when you only have one. I ran into that when trying to re-spec my characters, I had to go back and farm Seigfreid for so long to get it back...
Well, Siegfried would be a lot easier to farm with the consumable item that summons him. And I've been considering raising the drop rate on FOE souls, as well, possibly to 100%. Swapping souls is intended to come at some cost, though.
author=EdgeOfChaos
I like that. Yeah, those would be excellent changes. Also the lava part seems a bit too hard... I can rarely find my way back, because it's always blocked or long.
I'll redesign the map some such that every path leads back to the stairs up before it leads onto any other path, that way it isn't possible to go the wrong way, and see if that fixes things. Plus it'll have a lower encounter rate once the mook boss (Siegfriend/Dragon Whelp) summoning items are in.
Addendum: Now my girlfriend is playing this game, so I'll be getting even more feedback! It helps to see what kinda mistakes other players make and to what extent it's their fault vs. my fault, and I can see in real time how much she needs to grind and whatnot (that was how I made the observation that areas with entirely new enemies get souls at a reasonable rate, while areas with partially new enemies are slow). She's also making fairly heavy use of ailments (specifically Confuse) which I also do, but most other players don't do. I think most people just assume ailments will suck, because they suck in most RPGs.
2nd addendum: Just watched part 9, you actually managed to beat Siegfried without discovering his trick. He doesn't enforce discovering it as much as Dragon Whelp does.
Also, just as a side note, the drop rate for enemies that use Ascension is actually a full-fledged 100%.
Also, just as a side note, the drop rate for enemies that use Ascension is actually a full-fledged 100%.
author=zombero
Yes! Definitely. I'm inclined to think I'd prefer the vid, even with the jumping around, but a good screenshot series could be interesting as well.
Cool! It would certainly be a lot easier, both to make and read. Typically editing the video took about 45 mins for every hour of footage, and combined with upload times and optimization and playing the game + restarts, each segment was taking around 3-4 hours to develop at minimum, heh.
Anyways I'm already missing this game, it's darn good and nothing new is getting submitted for me to review on rmn, so we'll see.
author=zombero
Yeah, there's two there. The better treasures, and the second gem, are deeper in. Although Frock is a good one as well that's not very far in. Btw, I asked several other people and no one has the 4 hyper lag issue, so I don't know what to tell you there. :/
That's not far in? Ahh. I thought I explored most of it.. At least, I was running into almost all dead ends. I guess that is why they say it's a Labyrinth though.
author=zombero
Well, Siegfried would be a lot easier to farm with the consumable item that summons him. And I've been considering raising the drop rate on FOE souls, as well, possibly to 100%. Swapping souls is intended to come at some cost, though.
I would like it if the first FOE you fought had a 100% drop rate, because the first FOE (before you have his soul) is always the hardest. It sucks so much to have to restart the game when you kill the FOE, it drops nothing, and you don't want to rest 3 times to respawn it and waste money.
author=zombero
I'll redesign the map some such that every path leads back to the stairs up before it leads onto any other path, that way it isn't possible to go the wrong way, and see if that fixes things. Plus it'll have a lower encounter rate once the mook boss (Siegfriend/Dragon Whelp) summoning items are in. Addendum: Now my girlfriend is playing this game, so I'll be getting even more feedback! It helps to see what kinda mistakes other players make and to what extent it's their fault vs. my fault, and I can see in real time how much she needs to grind and whatnot (that was how I made the observation that areas with entirely new enemies get souls at a reasonable rate, while areas with partially new enemies are slow). She's also making fairly heavy use of ailments (specifically Confuse) which I also do, but most other players don't do. I think most people just assume ailments will suck, because they suck in most RPGs.]
I would love that! It's frustrating to run into one of those column things and have to walk back. Yes, ailments suck in almost every RPG, I only ever bothered with Poison and Death because wow. I think I'll try those, though, now that you say it.
author=zombero
2nd addendum: Just watched part 9, you actually managed to beat Siegfried without discovering his trick. He doesn't enforce discovering it as much as Dragon Whelp does.
Also, just as a side note, the drop rate for enemies that use Ascension is actually a full-fledged 100%.
What exactly was Siegfried's trick? (And dragon's for that matter? I don't remember using any trick besides fire guard.) I just slap them with attacks 'til they die.
(edit) I'll restart lping when the game is updated, actually, not right now (too soon after anyways)
author=EdgeOfChaosYeah, the theory was that there's about 3ish FOEs, so a 40% chance generally means you'll probably get one soul from killing all of them, but it doesn't work out great in practice. A 100% drop rate if you've never had the soul could be an alternative if I decide against a 100% drop rate always.
I would like it if the first FOE you fought had a 100% drop rate, because the first FOE (before you have his soul) is always the hardest. It sucks so much to have to restart the game when you kill the FOE, it drops nothing, and you don't want to rest 3 times to respawn it and waste money.
author=EdgeOfChaosI'll pm you it, I don't wanna give away everything on here.
What exactly was Siegfried's trick? (And dragon's for that matter? I don't remember using any trick besides fire guard.) I just slap them with attacks 'til they die.
author=EdgeOfChaosIs this in reference to the screenshot LP? I saw the first installment you posted, but I didn't get a chance to respond yet, and it seems to be gone now.
(edit) I'll restart lping when the game is updated, actually, not right now (too soon after anyways)
author=zombero
Yeah, the theory was that there's about 3ish FOEs, so a 40% chance generally means you'll probably get one soul from killing all of them, but it doesn't work out great in practice. A 100% drop rate if you've never had the soul could be an alternative if I decide against a 100% drop rate always.
I can see why you did this, but at the same time... FOEs are pretty hard. Getting their soul makes farming them significantly easier, so I think a lower drop would be more justified after you get the soul. Otherwise it feels like needless farming: I end up just restarting the game and fighting it again until it drops it.
author=zombero
Is this in reference to the screenshot LP? I saw the first installment you posted, but I didn't get a chance to respond yet.
I have the screenshot LP saved, but I think I'll hold it for right now.. I actually don't want to start posting it so soon after this LP and before changes are made. I'll get into it, then need to redo stuff after changes are made. You can be sure I'll be playing it over again though even if it's not LPd, this game is very fun.
author=EdgeOfChaos
I can see why you did this, but at the same time... FOEs are pretty hard. Getting their soul makes farming them significantly easier, so I think a lower drop would be more justified after you get the soul. Otherwise it feels like needless farming: I end up just restarting the game and fighting it again until it drops it.
Yeah, I end up doing that, too.
author=EdgeOfChaos
I have the screenshot LP saved, but I think I'll hold it for right now.. I actually don't want to start posting it so soon after this LP and before changes are made. I'll get into it, then need to redo stuff after changes are made. You can be sure I'll be playing it over again though even if it's not LPd, this game is very fun.
I'm glad you enjoyed it despite (because of?) the frustrations. I would certainly appreciate a screenshot LP, but you gotta go at your own pace, don't wanna force anything. I hope to be back working on this *relatively* soon. I have two hardtype hacks (Ogre Battle and Shin Megami Tensei Nocturne) to wrap up, both of which are at least 75% done, before I'd be ready to do that.
I just don't think people would care so much about an LP a week after this one finishes or so. And, one of the videos got 27 views, so people besides you, me, and locke are watching it ;p. Though, probably 10 are mine as I tried to add those dang subtitles and YouTube kept freezing, making me refresh.
That said, the difficulty here will be too much for most people. This is the type of game where enemies can bring you from full to 0 easily in one turn, and you need to win despite this, so I doubt the casual RPG player will like it. If you want to get the game noticed/played by more (and it can be, it is high quality) you might consider adding difficulty settings. So if you like the soul-crushing difficulty of the game, you could play on it, and if you don't you could still enjoy the game at an easier level (maybe some % stat reduce for enemies or higher % drops). Though I could totally understand if you think this takes away too much from the essence of the game.
author=zomberoHaha, well it certainly was something... I do appreciate the difficulty of this game. Too many RMN games are the type where you can, quite literally, autoattack everything including bosses until they die. It's rare to come across a game with this level of difficult and well balanced difficulty. Most of the time, a "difficult" rpg means one you need to grind exp for hours to beat the enemies, and THEN autoattack them to death, and you more-or-less avoided this trap of just "give the enemies a crapload of stats to make them just like every other enemy but harder".
I'm glad you enjoyed it despite (because of?) the frustrations
That said, the difficulty here will be too much for most people. This is the type of game where enemies can bring you from full to 0 easily in one turn, and you need to win despite this, so I doubt the casual RPG player will like it. If you want to get the game noticed/played by more (and it can be, it is high quality) you might consider adding difficulty settings. So if you like the soul-crushing difficulty of the game, you could play on it, and if you don't you could still enjoy the game at an easier level (maybe some % stat reduce for enemies or higher % drops). Though I could totally understand if you think this takes away too much from the essence of the game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That's more views than my LP still has, eighteen months after being posted.
author=EdgeOfChaos
Haha, well it certainly was something... I do appreciate the difficulty of this game. Too many RMN games are the type where you can, quite literally, autoattack everything including bosses until they die. It's rare to come across a game with this level of difficult and well balanced difficulty. Most of the time, a "difficult" rpg means one you need to grind exp for hours to beat the enemies, and THEN autoattack them to death, and you more-or-less avoided this trap of just "give the enemies a crapload of stats to make them just like every other enemy but harder".
It's definitely a conscious effort. I enjoy having some grindy things to do in RPGs, but I hate when it's possible to grind to an extent that the next forced encounter will be trivial. Hence why I put so much focus on finite sources of grind (soul drops, gold for equipment, learning skills, etc) and so little on just grinding for XP. Really, the only reason XP and levels exist at all is I also don't like it when there's *zero* reward for repeat encounters (or when there's no option to repeat encounters).
author=EdgeOfChaos
That said, the difficulty here will be too much for most people. This is the type of game where enemies can bring you from full to 0 easily in one turn, and you need to win despite this, so I doubt the casual RPG player will like it. If you want to get the game noticed/played by more (and it can be, it is high quality) you might consider adding difficulty settings. So if you like the soul-crushing difficulty of the game, you could play on it, and if you don't you could still enjoy the game at an easier level (maybe some % stat reduce for enemies or higher % drops). Though I could totally understand if you think this takes away too much from the essence of the game.
It's definitely something I've considered a lot. Overall, the pros of adding difficulty settings absolutely outweigh the cons, so it is something I intend to do. In the mean time though, I have enjoyed that the feedback I get is generally from players who enjoy challenge and complexity in RPGs. I would never want to make a change that could drive off a significant percentage of hardcore players in order to appeal to a broader base, but I don't think the inclusion of difficulty settings would do that.
author=zomberoI think for the most part you've certainly done this. However, there are some points where you can grind and render FOEs easy. For example, Lindorm. I'm replaying this right now, and I've went to the west forest and got all those souls. All my characters outspeed lindorm (except 1) and his most powerful spell does about 1/3 hp, so he essentially poses no risk.
It's definitely a conscious effort. I enjoy having some grindy things to do in RPGs, but I hate when it's possible to grind to an extent that the next forced encounter will be trivial. Hence why I put so much focus on finite sources of grind (soul drops, gold for equipment, learning skills, etc) and so little on just grinding for XP. Really, the only reason XP and levels exist at all is I also don't like it when there's *zero* reward for repeat encounters (or when there's no option to repeat encounters).
You can also do this later vs. Parashurama. Namely, farm the Castle area (somewhat out of order) using glooms to cheese through them (there's an enemy weak to gloom) and get all those souls, then paras poses no risk.
Also can be done to a lesser extent vs. Isonade via the Mountains region.
author=EdgeOfChaos
I think for the most part you've certainly done this. However, there are some points where you can grind and render FOEs easy. For example, Lindorm. I'm replaying this right now, and I've went to the west forest and got all those souls. All my characters outspeed lindorm (except 1) and his most powerful spell does about 1/3 hp, so he essentially poses no risk.
You can also do this later vs. Parashurama. Namely, farm the Castle area (somewhat out of order) using glooms to cheese through them (there's an enemy weak to gloom) and get all those souls, then paras poses no risk.
Also can be done to a lesser extent vs. Isonade via the Mountains region.
I don't guard the FOEs as carefully as the full bosses, partially because I can't completely protect their difficulty without making sacrifices in terms of the game's openness, and partially because they aren't scripted, which means their difficulty isn't guaranteed in the first place (Kobold might never or might always use Spincut, for instance). Also, when you do things out of order to make an FOE easier, you tend to take on greater difficulty in random encounters, so the total game experience works out.
If the northern area makes Paras easy, then he might just be underpowered. That isn't really out of order. Or maybe whatever approach you were taking to FOE fighting happened to work better against him than against the others. I don't know.
Lindorm has always been the weakest FOE, but he's positioned in pretty inconvenient areas. I think I've upgraded his difficulty once, maybe it could use another dose.