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Release Notes: v.10
- Melkino
- 07/01/2012 01:05 AM
- 6660 views
The first real demo is ready to go. Now the story summary is correct! With a new title screen, new music, battle poses, revised maps and dialogue, it's pretty different from the prototype. Also, some old screenshots have been quietly updated with the revised maps in this demo.
It contains one dungeon to give you a taste of the flow of battles. Play time's about an hour, more or less. If you find a bug somewhere, please let me know and I'll try to fix it as best as I can. (After testing the same stuff repeatedly, it kinda blurs together, you know?)
Hope you enjoy it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)
It contains one dungeon to give you a taste of the flow of battles. Play time's about an hour, more or less. If you find a bug somewhere, please let me know and I'll try to fix it as best as I can. (After testing the same stuff repeatedly, it kinda blurs together, you know?)
Hope you enjoy it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)
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I AM EXCITED TO PLAY THIS <3 I will likely be full of gushing once I finish it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)The good news is I don't keep up with any media, so these similarities will likely fly right over my head and I will be convinced you are the sole thinker of those thinks! YAAAAAY~
author=emmych
I AM EXCITED TO PLAY THIS <3 I will likely be full of gushing once I finish it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)
The good news is I don't keep up with any media, so these similarities will likely fly right over my head and I will be convinced you are the sole thinker of those thinks! YAAAAAY~
Yay~
I was indirectly referencing Legend of Korra; I used to bawww about it in the past but then I ended up enjoying it! I also learned about how to control my plot pacing. xD
Played it, loved it.
A few random thoughts:
- Would have been nice to get a chance to save after the boss, but all I got was a to be continued message and then the game hung up. I'm not sure if it hung up bringing me back to the title screen, or if I missed a chance to save.
- Was there another spellbook to be found? It felt a bit boring that by the time I got to the end of the demo, Leiko knew all of Moshi's spells plus had her own abilities. It would have given the fights a bit more variety for Moshi to be able to equip a second spellbook once she learned all the Earth magic.
- The fights felt a tad repetitive because of the way the enemies respawn. It's not that I was fighting too much, it's just that I got into a lot of encounters in the same exact same spot 2 or 3 times as I was walking back and forth collecting gears and keys. I'm not sure that having everything respawn when you leave the map is necessarily the best method to handle respawns.
- Sometimes, the 3-hit earth spell would hit an enemy for normal damage, weak damage, and then normal damage again. How can the enemy only be weak to one earth attack out of three? Did I miss something? (I didn't have the tutorial on, so I may well have)
Overall, game looks great, and has a nice atmosphere. The battles are nothing super special right now since skills are limited, but are headed in a pleasant direction. The plot is too vague to really comment on, but the writing was strong throughout. Good job! I was looking forward to this since that teaser demo, and I will look forward to the next demo as well as this was still WAY too short!
A few random thoughts:
- Would have been nice to get a chance to save after the boss, but all I got was a to be continued message and then the game hung up. I'm not sure if it hung up bringing me back to the title screen, or if I missed a chance to save.
- Was there another spellbook to be found? It felt a bit boring that by the time I got to the end of the demo, Leiko knew all of Moshi's spells plus had her own abilities. It would have given the fights a bit more variety for Moshi to be able to equip a second spellbook once she learned all the Earth magic.
- The fights felt a tad repetitive because of the way the enemies respawn. It's not that I was fighting too much, it's just that I got into a lot of encounters in the same exact same spot 2 or 3 times as I was walking back and forth collecting gears and keys. I'm not sure that having everything respawn when you leave the map is necessarily the best method to handle respawns.
- Sometimes, the 3-hit earth spell would hit an enemy for normal damage, weak damage, and then normal damage again. How can the enemy only be weak to one earth attack out of three? Did I miss something? (I didn't have the tutorial on, so I may well have)
Overall, game looks great, and has a nice atmosphere. The battles are nothing super special right now since skills are limited, but are headed in a pleasant direction. The plot is too vague to really comment on, but the writing was strong throughout. Good job! I was looking forward to this since that teaser demo, and I will look forward to the next demo as well as this was still WAY too short!
@fredo
Thanks for your feedback! I'm glad you liked it.
The game should be closing itself at that point. Did it do that? Returning to the title screen at the end kept causing crashes during my testing, so I just put a quick script call in so I could submit this for nagademo.
There's a light-element spellbook in the cave. Use the machine to unlock the door on the left instead of the right and it should lead to a chest containing it.
Well, I'm not too far into the dungeonmaking yet, so it shouldn't be too time-consuming to change things. Were there other games that you thought managed respawns well?
I could also slow down some enemies or enlarge the building dungeon a bit. (Kiting them might help too)
The "weak" text only appears once, but the enemy's weak to all three hits. I think it might be the variance that's making the damage jump around like that. I'll try adjusting it to make it more consistent.
Thanks again! The next demo likely won't be done for a long while, but it'll definitely have a lot more content.
Thanks for your feedback! I'm glad you liked it.
- Would have been nice to get a chance to save after the boss, but all I got was a to be continued message and then the game hung up. I'm not sure if it hung up bringing me back to the title screen, or if I missed a chance to save.
The game should be closing itself at that point. Did it do that? Returning to the title screen at the end kept causing crashes during my testing, so I just put a quick script call in so I could submit this for nagademo.
- Was there another spellbook to be found? It felt a bit boring that by the time I got to the end of the demo, Leiko knew all of Moshi's spells plus had her own abilities. It would have given the fights a bit more variety for Moshi to be able to equip a second spellbook once she learned all the Earth magic.
There's a light-element spellbook in the cave. Use the machine to unlock the door on the left instead of the right and it should lead to a chest containing it.
- The fights felt a tad repetitive because of the way the enemies respawn. It's not that I was fighting too much, it's just that I got into a lot of encounters in the same exact same spot 2 or 3 times as I was walking back and forth collecting gears and keys. I'm not sure that having everything respawn when you leave the map is necessarily the best method to handle respawns.
Well, I'm not too far into the dungeonmaking yet, so it shouldn't be too time-consuming to change things. Were there other games that you thought managed respawns well?
I could also slow down some enemies or enlarge the building dungeon a bit. (Kiting them might help too)
- Sometimes, the 3-hit earth spell would hit an enemy for normal damage, weak damage, and then normal damage again. How can the enemy only be weak to earth one out of 3 hits? Did I miss something? (I didn't have the tutorial on, so I may well have)
The "weak" text only appears once, but the enemy's weak to all three hits. I think it might be the variance that's making the damage jump around like that. I'll try adjusting it to make it more consistent.
Thanks again! The next demo likely won't be done for a long while, but it'll definitely have a lot more content.
I also played through the demo.
I'll release some Let's Try vids later.
For now I can say that hard-mode is pretty awesome. My main problem, however, was that the first house had no way to restore my hp and mp.
I'll release some Let's Try vids later.
For now I can say that hard-mode is pretty awesome. My main problem, however, was that the first house had no way to restore my hp and mp.
Videos would be cool :o
There's a bed you can rest on after completing the upper part of the building. Also, you can buy healing items after the cutscene with the shopkeeper, but before leaving the store.
(In retrospect, that may be too easily-missable...)
There's a bed you can rest on after completing the upper part of the building. Also, you can buy healing items after the cutscene with the shopkeeper, but before leaving the store.
(In retrospect, that may be too easily-missable...)
author=Melkino
Videos would be cool :o
There's a bed you can rest on after completing the upper part of the building. Also, you can buy healing items after the cutscene with the shopkeeper, but before leaving the store.
(In retrospect, that may be too easily-missable...)
Yeah, I missed the bed/shop keeper completely x(
I got a few things to report on:
-The spider encounter in the cave didn't disappear upon defeat.
-As far as visible encounters goes, it's just fine in the caves but not so much in the old building, especially during the timed segment.
-The spider encounter in the cave didn't disappear upon defeat.
-As far as visible encounters goes, it's just fine in the caves but not so much in the old building, especially during the timed segment.
Just finished and thought the demo was great! The only glitch/bug I encountered was a transparency issue in the right locked cave. The top and bottom thirds of a sack sitting on top of some boxes was visible but not the middle third...
author=Melkino
@fredo
Thanks for your feedback! I'm glad you liked it.
The game should be closing itself at that point. Did it do that? Returning to the title screen at the end kept causing crashes during my testing, so I just put a quick script call in so I could submit this for nagademo.
It just hung up after the screen went to black. I don't know what it was trying to do.
- There's a light-element spellbook in the cave. Use the machine to unlock the door on the left instead of the right and it should lead to a chest containing it.
Ah. Darn it. I went through the left door, but I don't remember getting the light magic book. Must have missed it!
Well, I'm not too far into the dungeonmaking yet, so it shouldn't be too time-consuming to change things. Were there other games that you thought managed respawns well?
I could also slow down some enemies or enlarge the building dungeon a bit. (Kiting them might help too)
I can't think of any games that did it well on top of my head, but I think timers might be the best way to go. If I leave a room and then immediately turn around and go back in, the encounters probably shouldn't reset. Some amount of time should have to have passed. As somebody else pointed out, though, it was definitely more of an issue in the tight quarters of the old building.
author=Clareain_Christopherauthor=MelkinoYeah, I missed the bed/shop keeper completely x(
Videos would be cool :o
There's a bed you can rest on after completing the upper part of the building. Also, you can buy healing items after the cutscene with the shopkeeper, but before leaving the store.
(In retrospect, that may be too easily-missable...)
It's quite hard to miss the bed, since it's got a glowy thing to show it can be interacted with. You reach it after
you go through the timed mechanism door and go downstairs
I actually restarted on my first playthrough because I found the beginning house/area waaaaay too hard without a means of recovery, but after I realised there was a bed right after, I just rushed through avoiding almost all combat until I got to the bed.
My suggestions are:
1) Start us off with a few more recovery items
or
2) Put the bed or the shopkeeper in the top floor of the first house
or
3) Make it so defend heals a bit of HP/FP
author=SummonOfYunaYeah, that's what happened in my playthrough xDauthor=Clareain_ChristopherIt's quite hard to miss the bed, since it's got a glowy thing to show it can be interacted with. You reach it afterauthor=MelkinoYeah, I missed the bed/shop keeper completely x(
Videos would be cool :o
There's a bed you can rest on after completing the upper part of the building. Also, you can buy healing items after the cutscene with the shopkeeper, but before leaving the store.
(In retrospect, that may be too easily-missable...). Maybe it would be more obvious if a tutorial message indicated that you can rest here.you go through the timed mechanism door and go downstairs
I actually restarted on my first playthrough because I found the beginning house/area waaaaay too hard without a means of recovery, but after I realised there was a bed right after, I just rushed through avoiding almost all combat until I got to the bed.
My suggestions are:
1) Start us off with a few more recovery items
or
2) Put the bed or the shopkeeper in the top floor of the first house
or
3) Make it so defend heals a bit of HP/FP
I was thinking there was Another bed in the house...not the one in the basement :\
So I ran into a same problem. but again...that was pretty much my only problem with the balance of this game.
And I agree with defend healing FP. I would <3 <3 that.
I PLAYED IT AND IT WAS GREAT. <3
I'll echo the complaints in the balancing (what with the lack of items to start out with), but other than that... fabulous! Once again, the atmosphere was awesommmmme and the characters were super endearing <3 (is it bad that I am already shipping? It's totally bad that I'm already shipping. OTL)
I'm super stoked for the next release (ahahaha, n-not rushing you or anything OTL), and I can't wait to see what happens next!
(ALSO I AM LOVING HOW LIKE EVERY IMPORTANT NPC I HAVE COME ACROSS IS A LADY THUS FAR. <3 Just thought I would mention~ :3)
I'll echo the complaints in the balancing (what with the lack of items to start out with), but other than that... fabulous! Once again, the atmosphere was awesommmmme and the characters were super endearing <3 (is it bad that I am already shipping? It's totally bad that I'm already shipping. OTL)
I'm super stoked for the next release (ahahaha, n-not rushing you or anything OTL), and I can't wait to see what happens next!
(ALSO I AM LOVING HOW LIKE EVERY IMPORTANT NPC I HAVE COME ACROSS IS A LADY THUS FAR. <3 Just thought I would mention~ :3)
author=emmych
I PLAYED IT AND IT WAS GREAT. <3
I'll echo the complaints in the balancing (what with the lack of items to start out with), but other than that... fabulous! Once again, the atmosphere was awesommmmme and the characters were super endearing <3 (is it bad that I am already shipping? It's totally bad that I'm already shipping. OTL)
I'm super stoked for the next release (ahahaha, n-not rushing you or anything OTL), and I can't wait to see what happens next!
(ALSO I AM LOVING HOW LIKE EVERY IMPORTANT NPC I HAVE COME ACROSS IS A LADY THUS FAR. <3 Just thought I would mention~ :3)
I want to see what happens with the "Relationship System." :P
I've finished demo. Really, how could I miss such a great game? I'm not a good critic but I must say I'm very impressed with many maps and cutscenes. The system is great and not boring. Battle balancing is a bit hrash but still okay. Hope you will finish this project soon!
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