• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Depression changes

  • calunio
  • 02/24/2013 02:32 AM
So I watched Liberty's Let's Judge Depression, and... well, let's just say her reaction wasn't very satisfactory. "I hate this game", "I hate you Calunio", and "Whyyyyyyyyyyyy" were some of her comments, and that's because she was clearly trying to be nice.

Depression was supposed to be frustrating and repetitive to an extent. But having players hate it because it's extremely boring, repetitive and enraging was never my intention. So I took some of Liberty's suggestions and things I noticed about the game myself and made a few changes to it. Hopefully it will make the game more bearable, and in being bearable, players will actually try to take something (good?) out of the experience.

Among the changes:

  • Every monster gives twice as much XP.

  • Monsters drop more different items, and drop items more often.

  • You start the game with a limited use item that teleports you home.

  • Healing items heal more.

  • Healing magic power is proportional to the user's magic attack, and it has a higher priority in battle.

  • The dog had no MP before, even though he had skills that used MP. Yeah, I'm dumb.

  • The Very Tall Tower is taller, and the final bosses are stronger.

  • NPCs that tell you what to do are less obscure.

  • Minor bugs and spelling mistakes corrected.

I don't plan on changing the game much, but I'm still open to feedback. There's a meaning behind the game and its mechanics, and I don't it lost in the middle of horrendous gameplay.

The modified download is set as the main download. You can also find the previous version for download in the Downloads section.


Pages: 1
Thank you for being a good sport about this and actually deciding to take some advice. It's really nice to see. Just so you know, don't take those quoted comments too-much to heart. Usually I go a little overboard in complaining while playing, and there were some things I think the game did well or were nice ideas. I've yet to voice my end-of-game round-up, so don't be surprised if I have more good to say about it than you thought. ^.^

I'll put this little piece out there right now: I have played more than a few games that were a lot worse. This game has potential to be neat, it just needed a little spit/shine.
There is something I found strange: some skill had both a TP (forgot how they're called here) cost and an MP cost, but you can't see the MP cost anywhere.
Maybe you could put the MP cost in their description?
Cozzer -> That's something very strange about the engine indeed. And I just noticed what's weirder: you see TP cost for skills, but MP cost for magic. Doesn't make much sense to me.

I just uploaded a newer version... well, I'll remember your suggestion, if I ever make another version, I'll put MP/AD costs in skill descriptions :)
Pages: 1