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Wish me luck!

  • Marrend
  • 03/28/2012 12:29 PM
  • 1591 views
Well, I've officially submitted this game into the VX Ace Nugget Crash Curse Course! Mostly because I have no idea if I'm going to be able to work on this between now and the cut-off date. There's some possible critiques/observances I can think of right off the bat:

1) I've got a funny feeling that the encounters, especially in the beginning of the game, might be randomly harder than they should be.

2) As a partial corollary to #1, it seems the enemies really like to attack the character in slot 1, even though the "target rate" for all characters is the same (100%). I'm guessing that the "target rate" stat represents the rate at which the character can be targeted. This guess could be wrong, or it could work differently than how I think it should work.

3) The boss in the introductory section may be able to last a bit longer so that the player will think the same thing the characters do ("This is getting nowhere."). I guess it really depends on the amount of patience, or recognition of what's going on, I expect players to have.

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For #1, unless they've been changed from the demo version I played, I felt their difficulty was spot on. If you spam the high powered attacks they drop fast, otherwise, it takes a while. It gives you the feel of starting off epic and fighting crazy stuff right off.

For #2, I didn't notice it one way or the other on my end, it seemed pretty equally distributed.

For #3, once he started healing, I figured the fight was going to go to something scripted, as it would be impossible for either of us to defeat each other with the damage numbers going around.
Marrend
Guardian of the Description Thread
21781
1) I've gotten into battles where my party was petrified, and the condition took the three turn maximum to clear off. Sometimes, just after the condition cleared, they get petrified all over again. Meanwhile, my party is taking damage that I don't get the opportunity to heal. While this situation is certainly a very rare case, it's within the realm of possibility.

2) It just seems that Jun was taking the majority of the hits. When Mayu joins up with Ruri, there were some fights where Ruri got into the yellow. It's definitely possible for this to happen, since it's supposed to be random. It just doesn't feel random when it does happen. Well, us humans are known to be terrible at probability reasoning...

3) This is still up in the air. I've seen it use Chakra as soon as turn 3, but allowing it to charge up for another one might help get the point across. I don't know if players see it charge with Chakra twice as-is, but it's something to research.


Anyways, thanks for the feedback, freykin!
Ah, I only had one get petrified at a time, I can see how both getting petrified and it lasting 3 turns could be pretty brutal. Does it break upon being struck? That might be a good way to balance it out.
Marrend
Guardian of the Description Thread
21781
Petrification does not clear when the afflicted character gets damaged. I've seen games where being hit while petrified is insta-death, or having an entire party who is petrified is as good as comatose (i.e. you get a GAME OVER). This game does neither of these things, but it can be an indirect GAME OVER if your party gets consistently petrified.

This could all be needless worrying on my part, though. I mean, I'm essentially worrying about whither or not any of the judges will get this, and deduct points (or whatever) because of it.
It is a good thing to be concerned about, though, as it can potentially happen within the first 60 seconds of play. If I had that happen in a game, it'd probably frustrate me some, as there's no way to prevent it.

Balancing status effects is one of the hardest parts of battle design, imo. I personally love them, and try to use them as much as possible in games that have them, but in a lot of cases it turns out that i'm just better off swinging my sword.
My own entry has succumbed to that, sadly.
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