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10 / 10 / 10 - Mark your calenders

  • Neok
  • 07/12/2010 03:55 AM
  • 4822 views
Oh god this is so genius why didn't I think of this before?

The full version of Alter AILA Genesis is slated to be released on October 10th, 2010. In other words, 10 / 10 / 10.

That is, the full package, postgame and everything. Only patches afterwards will just be bug fixes and what not.

Progress-wise, I finished the main game a couple of weeks back (credits roll and everything). I'm about 3/4th's of the way through implementing postgame content. Then it'll just be battles and that'll be it.

I should be all done well before the big day, so I'd like to get some testers in on this. Please let me know here, or via PM if you'd be interested in testing the game for bugs and balance before the public release (would that still be considered beta testing? I'm not sure..).

Oh god, 10 / 10 / 10. I love it. :D

Posts

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LouisCyphre
can't make a bad game if you don't finish any games
4523
Holy shi-
MEMEMEMEEMEMEME!!! ;a;
Tau
RMN sex symbol
3293
*Raises Hand* :)
I won't be a tester, but I am more than happy to make a playthrough of this in the near future. :D
Sounds exciting! I am up for it.
Wow a release date for full version finally out! I won't be applying for tester, but I'll definitely be awaiting for its release :)
Neok, let Neophyte test.

This is not a joke I demand it. I AM YOUR MAN.
\o/

Sweet. Alright, I'll contact everyone once I am ready to go ahead with this. If anyone else wants to do testing, please let me know. Though at this point, I'll probably stick mainly to community regulars and people I know.

Thanks a lot, guys!
Hi Neok I hope it's not too late to offer you with some suggestions and bug reports! I've only played until Phase 2, just about to beat the Level 5 street fighting tournament. The version I downloaded is one I got from clicking on "Download Now" yesterday.

Bugs:
- A ladder in the Sphere, area 3 (where you first team up with Indy and Dread) is bugged, I can climb up but not down. The ladder I am talking about is the one to the left of the room containing the item-selling robot.
- The game seems to take a while to detect the bosses having no HP

Suggestions:
- A way to make status effects on enemies visible would be helpful, the status inflicting moves are not very enjoyable to use because they often do little damage and have no visible effect (until you attempt to target them with a move).
---- The same thing with field effects. Icons on the screen somewhere would be really interesting, if it can be done. Also information of the effects of HP crush/regen on enemies, and other visual cues. Overall the battle screen is just a little too empty and actionless!

- The exclamation markings indicating green/yellow/red either need to be differentiated in their colour a bit more, or they should flash slightly less, and perhaps be associated with some sort of aural cue. Right now it is a little hard to determine for sure whether the indication is at green or yellow, and I think colour blind players would appreciate the differentiation via visual cues as well.

- As far as I can tell, enemies of the same type have the exact same weaknesses/strengths (down to the individual %s). If this remains true throughout the game, perhaps it would be better to simply state those numbers in the Help File (personal device), rather than just indicating a Strong/Weak dichotomy.

- I think others have pointed out that the early game bosses are a little too difficult, which I agree, although I found an easy way to handle all bosses I've faced so far very easily. What I did with them was to spend money on say 10 Grenades (or whichever grenade type item they were weak to) and just spam it. It wasn't much more expensive gold-wise than fighting a long attrition battle and consuming many Stimulants and Revivants at the same time due to a lack of a healer character. The time I saved from having to fight long boss battles which I had no guarantee of winning (because of how randomly they tend to use their most powerful skills) I could then use to farm up gold to buy more grenades for the next boss.
--- So it feels like the above balance issue is caused by several others, namely the difficulty of bosses, multiple boss characters in a battle sharing the same weaknesses, the imbalance between the grenade strategy and 'proper' fighting in terms of how much time/effort is required of the player, how much gold they cost, and how much risk they pose.

- While I am thoroughly impressed with the battle system, the skill and item selection that accompanies it in the game feels really bland. I am hoping it will improve later on, but currently it really leaves something to be desired... I'll start with the items:

--- Consumables are poorly named. You have 3 kinds of Stabilizer items with different lettering at the back. This is bad for flavour, and makes active battle unecessarily harder because players have to memorize exactly which one does what.
--- This similarly applies to the field effect items, which while are much better named, would benefit from more thought and functional designing of their names. For example, Excession is well named, since it gives more EX. Breakdown, on the other hand, is a less informative name, which one would not intuitively pair against Excession as an opposite. Perhaps calling it Recession or Depression would be more effective to highlight the fact that it is Excession's opposite.

- I think the early game could use with a little more differentiation in the mechanics of skills and items overall. I am hopeful that it wouldn't be as bland later on, but right no there isn't even any hint of there going to be more spice anytime soon... (i.e. Phase 2 shops sell exactly the same stuff as Phase 1 shops, much to my disappointment)
--- 5 reavers of different types, and 5 normal syncs of different types available in the early game. Makes that first reaver from the tutorial feel so much less special. Equipping 2 syncs dilutes a characters' elements and isn't very interesting either. Maybe customizability opens up later in the game, but it feels almost non-existent in the early game. With no new skills, no typical stuff you see in other RPGs like spending points to upgrade certain skills, ways to make a characters' skill-set more diverse, the innovative battle system just seems wasted.
--- I mostly don't change my characters' Syncs at all except against bosses, and field battles are just spamming Z when the ATB fills. And the sync changing part is also quite annoying when you consider that in the early game characters are coming and going with no warning whatsoever. So anything I equip on anyone other than Leon might just become unavailable for use for the next phase or something.
- If there IS in fact more depth to the battle system later on, I would suggest introducing some of them earlier so that the story isn't the only thing that can sustain a players' interest in the early game.


So... there! Hopefully my comments help. Looking forward to 10/10/10!
3 things I forgot to mention ><

- Moves are often multi-hit, and the game makes it seem important by bothering to state how many hits each move is. It hasn't seemed to matter so far except with Scott's Risky Shot, and if it doesn't really do anything, perhaps it might be better to remove it? If they in fact do matter later on, perhaps you should bring those mechanics into the tutorial to introduce them, such as an enemy that takes more damage from single hit attacks than multiple hit attacks? On that note... right now the numbers that appear for multiple hit attacks sort of appear too fast and at the same place, so it's kinda hard to tell exactly how much damage one has done with an attack when using a multi-hit move.

- Another why-don't-you-introduce-it-earlier-in-some-form-if-it's-there thing would be wrt the scrap parts that enemy drops. I've just been selling them because they don't seem to do anything, although curiously I've seen one shop that sells them back. So again, if it's going to matter later on, maybe it'd be helpful to mention it earlier even in passing so that the player doesn't go "darn... shouldn't have sold them, now i have to go grind for them".

- I'd love to be a tester :D
Hey Sooty, thanks for the feedback!

I'll try to address as many of the issues you've pointed out as I can. Just keep in mind (and this'll apply to all the other testers), if you suggested something and it looks like I ignored it, that's definitely not the case. I most likely looked at it, and one of the following happened:

- The issue isn't something I'm actually able to change due to the engine's limitations.
- I tried implementing or resolving the suggestion given, but it turned out that the way it was before worked out better. Aka. there wasn't any feasible means to fixing the issue.
- Resolving the issue would be more work than it's really worth. At this point, I'm mostly just gunning for the finish, as I really need to move on to other things. So I need to really consider whether it'd be worth it or not to revise certain aspects of the game or re-do work that's already done.

So if I don't offer any explanations for why some issues remain in the game when it comes out, please don't take that to mean I ignored your suggestions.

Okay, so with that said, I'll try to do what I can with your suggestions. Some things I can tell you right now though, is that "Un-equip All" in the World Map Menu or Save Terminal will also remove equipment from characters not in your team. So that'll let you retrieve anything you put on them when/if they become unavailable later.

Scraps also don't do anything and should be sold. I'll change the description for them to reflect that.

And yes, I'll be glad to have you on-board as a tester :)
Hmm...

- Not sure if this is a bug or a feature, but characters gain AP before they use an attack rather than at the end of the round, or at the beginning. (i.e. Using an EX move now at 8/10 OR 10/10 puts my characters at 2/10 AP at the end). Feels a little odd, because the game functions as if the max AP is 8, and moves require X AP to initiate, but actually cost X-2 AP to use. Which makes increased AP/round effects a little less useful than if AP was awarded at the start or at the end of a turn.

- The 'boss not dying' bug I was talking about is actually not a boss bug, but a bug with the grenade items. After an item does lethal damage, the game continues for a while with them as alive, and they can even make a move before they die in some cases.

Edit: Another 2 more bugs


- Erin's Second Aid (the EX). I used it in the combat against the Rebel near the end of phase 2 while Jake was dead. She revived Jake, but didn't heal the team. Her EX was not deducted, but instead Jake's EX was deducted (he had 5 while he was dead)

- The equipment Pulsar doesn't seem to work correctly. I equipped it on Leon, so he starts with 3 EX, but when I try to use any moves that consume EX, he simply sits there and does nothing.

Edit:

NO!!! I finished the Demo! *cries*

---------------

Edit again! So some final thoughts before I start waiting for when you're ready to have people beta test your new version.

Bugs!
- There might be a bug (or feature?) with the sync that sets your damage to 500. Occasionally I would do less, or more damage. And my violet always dealt 1500 damage on her last hit rather than 500.
- There's a treasure chest beside the save point in the dam facility that begins empty? Actually I can't entirely be sure. What I remember is... I saw an empty treasure chest and I thought I had been there before, so I turned around and explored other area. Later discovered I made a mistake, and I should proceed past the point where I made a uturn thanks to the empty treasure chest.

- Other than the things that were mentioned earlier (like the un-equip all tip) that you might want to include in the tutorial or personal device help file...
---- Front row vs. Back row and how it affects Attack/Tech/Spells. I never tested it but I'm presuming it doesn't affect spell damage?
---- I'm not sure if I missed it, but there are no secret rooms in the very first level? After I saw the tutorial message about there being secret rooms I tried to press up/down on every unmarked door but I never found anything, and later on I just forgot about there being secret rooms at all. I would suggest putting a secret room near to where the tutorial first mentions there being the possibility of secret rooms so that people aren't discouraged from spending their time looking.
(On a side note, I found one... just one... secret room afterwards, which led to a weird glowing thingie that did nothing when I activated it lol)

- On enemies...
---- The enemy variety actually felt kinda poor, despite the presence of various types. I can't remember any field enemies that led me to doing anything other than attacking normally once/twice and then using the EX move which did most damage. Mostly... Leon's FOR/PSY move, Scott's Risky Shot and Violet's FOR/FRZ move (or later just her 3hitx500 normal attack). The only thing I really did as a result of various types of field enemies was to equip my characters to in general deal with the kind of troops in the area (e.g. if there are no humanoids I would just swap out force, and put in something else. This is sorta a repeat point from above I guess, since the stale field battles are essentially also the result of not having much choices in combat.
----- Then again, field battles are so sparse thanks to the encounter system so maybe it's not really a real problem. Perhaps the depth of the combat mechanic would be better explored in either your postgame content, arenas or bosses.
---- Boss fights have slightly more variety, although towards the end they didn't feel that interesting anymore because they were too easy. Perhaps I was overlevelled, or the fact that I was playing in Passive mode. I ended the demo with Leon at level 22. I'd love to see a few more gimmicky/puzzle-y bosses, although they might be stale if they're used as repeatable bosses.

- I love the level design! They are really believable, and the maze-like exploration is fun, never bordered on tedious. I'm personally not too fond of overly puzzly dungeon design myself, so I was glad to not see any overt puzzles. (The passcode puzzle at the bridge was nicely done though, thanks to the clues about it being an animal starting with the letter J. But I'm glad I went to look for Fred because he was hilarious.)
---- One aesthetic suggestion... there are a lot of broken ladders in the dam facility but the ground doesn't have ladder parts although it has other debris. Maybe you can add some ladder fragment graphics.

- On the story...
---- The plot is really interesting and dialogue rather well written. The cenematics are of course unparalleled. Haven't seen any other RPG here with such level of visual detail. Really impressed! I was really sad when the demo ended where it did ;-;
---- There's is one cinematic which was confusing to me, when Kugar and Sylvia first appeared. There was one particular scene where a bald guy was pointing a gun at a fallen guy with a girl standing in front, and for that particular frame I could not really tell which dialogue to match with which person.
---- May I suggest in cases where the bosses is not really defeated when you reduce them to 0 HP, that they don't also appear to die within combat? This includes Black, Ghost and Jake/Dread.
---- On that note, it would be nice to the bosses which don't already do so appear on screen before you enter into combat. This would apply to Ghost, the pair of wolf-like creatures, and the 3 bike-looking creatures.

- On skill balance...
---- The set your damage to 500 sync might be a tad bit too powerful at the stage it's available (on Violet).
---- Risky Shot just seems to outclass Focused Shot in damage as far as I can tell. So much for risk!
---- Jake's EX ability just seems awful based on that one battle I can use him. The description says freeze for 3 turns, but really what this means is that he gets 2 extra moves before everything starts moving again. And since he loses all EX, you can't really do any damage with him in that extra time.
---- Hawk looked interesting when I got him, but to have to use an ability which does nothing just to enable the one which did more damage than his regular attack made me pass him over, because it just meant he would kill enemies slower than other characters. Might want to take into consideration how fast field battles finish on the average - they are typically finished on the 3rd turn for most of my battles - in order to balance Hawk's usefulness.


So that's all I can think of/remember. There are definitely a lot of random aesthetic-y things I mentioned up there which aren't really all that essential to fix at all, so don't worry about not implementing them - I'm just too much of a perfectionist to not mention everything I could think of which I believed would make the game more polished.

Anyway, what are you moving on to? Another project? :D
Just as a FYI, most of the battle bugs are actually things that I'm unable to change, since I'm using the stock battle system that comes with the program (very limited control, but shortens development time drastically, so..). Anyways, keep letting me know any problems with the battle system, as there ARE some things I can definitely change (Like the 500 dmg sync. That should be fixed now.)

Made some changes to the first level as per your suggestions. The glowy thing is actually an item ;).

The one confusing cinematic will come up again and be more clear at that time.

Also changed or have already changed some other things.

Don't worry about telling me too much. It's my job to figure out what I can and can't do. Though, I'm definitely more of a completionist than a perfectionist (not to say I won't hold a min. standard though ;) )

After finishing AAG, I'll probably be going into training, so it'll be some time before I'd announce a new project, but I'll let you guys know.
Eheh, I so want to be a tester, but who knows; it might be better for me to torture myself until the release date.

Yeah. Fucking. Right. Pass that file, Neok--I'm a writer and I want to edit your dialogue in ways you'd never imagine.

...Please?
Patience is a virtue :).

Yeah, you can be a tester too. But just as a note, I'm not really looking to change the dialogue unless I really need to. This testing is mainly to find whatever bugs or errors that I failed to fix during my run-throughs. So while you can tell me what kind of script (or gameplay) changes you think would improve the game, realize that I will likely not make overly drastic changes unless absolutely necessary. Still, I'd encourage people to let me know what they think could be improved on, because even if I don't do it for AAG, it'll still help me make better products in the future.
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