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Spring Cleaning ~ v0.19 Release Notes

  • Melkino
  • 05/05/2013 05:53 PM
  • 1295 views
The download has been updated to reflect the Ace revision of the demo for Release Something Weekend! Version 0.19* is a pretty heavy remake of the game with changes such as:

- A revised battle system in which the Chain bars and Purge skills are more important
- The difficulty can be changed at any time now
- Taller character sprites on the map and in battle
- Custom character artwork
- Some skippable cutscenes
- Pixel art enemies (some by me, others are edits of Milano Cat's)
- Rewritten dialogue
- Talkbubbles for NPCs who have something to say
- New graphics for the Affection menu
- Field Effect system removed entirely (it didn't contribute much)

There's also a readme that's intended to help out those who find this game outside of RM sites.

The demo ends in the same place as the last one because I wanted to clear up the discrepancy between the engine tag and the download right now, and I still wanted it to end on a cliffhanger, and probably get cheevos for effort. But anyway, hope you have fun! :)

Let me know if you find bugs/missing file errors/have issues with the balancing or whatever.
Now that that's over and done with, I think I can finally move on! hooray

There are a couple of minor non game-breaking issues. They're in the readme, but I'll paste them here anyway:

KNOWN ISSUES
- Skipping a cutscene while the map is still scrolling or when a character moves may cause random graphical errors such as misplaced overlays.
- An overlay flashes at the end of the demo when selecting to return to the title screen. It will be gone once more content is added to the game and it transitions to the right place.
- Battles may lag momentarily when using a multi-hit skill for the first time in a battle. It should lag less if that same skill is used more than once in the same battle (the graphics are cached).

*arbitrary version numbers, woo

Posts

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Hello, Melkino!

Well, it took me almost three hours to nail down your demo, and I have some things I want to point it out:

- Fantastic job with the art overall. The sprites definetely popped out this time, battling felt really great, the character portraits... Kudos for your hard work.

- I really liked the tutorials, very explanatory... Could you add a section over the menu (or configurations) that enables seeing them later, like a guide book of some sorts? This could really help if something were to be forgotten down the line...

- Are the sprites for the monster over the map to stand still after the battle in a ghostly way? Every time I defeated a monster and the game returned to the map, a ghostly frame of the monster was left in the ground, marking where the battle had occurred.

- Do you think that by now, you have a sense of how much time it will take to tackle the whole game? Your work is way to good to be under the 10 hours window lol I'd really like to play this game for at least 45h or so... <3

Anyway, I really hope you continue your work... Your game felt better than most of the console RPGs I played for the past 6 years. =D
Melkino
solos collectors on purpose
2021
Three hours, huh? Oh wow, thanks for playing! :)

- I really liked the tutorials, very explanatory... Could you add a section over the menu (or configurations) that enables seeing them later, like a guide book of some sorts? This could really help if something were to be forgotten down the line...
I could add a reference book as a key item in the future.

- Are the sprites for the monster over the map to stand still after the battle in a ghostly way? Every time I defeated a monster and the game returned to the map, a ghostly frame of the monster was left in the ground, marking where the battle had occurred.
Yes, it's intentional. They'll respawn in that spot after about 5 minutes in-game time.

- Do you think that by now, you have a sense of how much time it will take to tackle the whole game? Your work is way to good to be under the 10 hours window lol I'd really like to play this game for at least 45h or so... <3
I'm not aiming for a certain length; I just want the game to be as long as it needs to be without overstaying its welcome or burning me out. Play time will vary depending on how much side stuff the player does and how often they skip cutscenes. But due to the multi-plot nature of the game, I can't really say if 10 hours will be enough. :)

It'll be a long while before the project's done though, what with the art assets, mapping, and the remaining plot outline that has yet to be finished. (the main events and ends are already planned, but connecting them all with details is the hard part!)
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