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RSW Demo Is Go~
Quigon- 05/07/2013 12:58 PM
- 2864 views
Alrighty, now that I've sorted out a few bugs here or there, the initial demo for Blood Shard is out and ready to be played. It'll take about an hour to complete, give or take.
The response I've had so far is looking quite positive. The main stand out point for me is the combat, as that was a very hit and miss area in the initial demo if anyone recalls. Basically, combat in this game is TOUGH now, and it'll be tough if you don't prioritize strategically. There is some room for trial and error, but each encounter in the demo is unique in that there are different strategies for each one. It's very easy to get killed, but it's balanced out with healing items being instant use, and your skills being more than enough to stop the enemies from owning you. Basically, spamming attack will get you mauled. That was the main problem with the prior release, because just attack-attack-attack could get you through most battles.
Now, however, if you do that then you'll more than likely wind up dead.
So my general rules of thumb when it comes to combat - use your buff/debuff items, they stack twice and REALLY help against the harder hitting foes. Use your Forte skills because you'll really need them if you don't want to hit a brick wall of frustration. The battles aren't tailored for attack spamming, so I hope you all enjoy them.
Hopefully now then, that RSW is over, I can crack on with the rest of part one. I'm waiting on a script to be commissioned that'll give the characters a means of learning new Forte skills and boosting various parameters - a lot like Dragon Quest 8's, actually. It'll mean databasing will need to be redone, but I'll have a clear picture in mind of what I'm wanting to do. I'm now in the same stage I was after the VX demo, so it's time to get cracking on.
A question - would you prefer a new demo after part one is complete, or a demo after part one's kinda at the halfway point?
The response I've had so far is looking quite positive. The main stand out point for me is the combat, as that was a very hit and miss area in the initial demo if anyone recalls. Basically, combat in this game is TOUGH now, and it'll be tough if you don't prioritize strategically. There is some room for trial and error, but each encounter in the demo is unique in that there are different strategies for each one. It's very easy to get killed, but it's balanced out with healing items being instant use, and your skills being more than enough to stop the enemies from owning you. Basically, spamming attack will get you mauled. That was the main problem with the prior release, because just attack-attack-attack could get you through most battles.
Now, however, if you do that then you'll more than likely wind up dead.
So my general rules of thumb when it comes to combat - use your buff/debuff items, they stack twice and REALLY help against the harder hitting foes. Use your Forte skills because you'll really need them if you don't want to hit a brick wall of frustration. The battles aren't tailored for attack spamming, so I hope you all enjoy them.
Hopefully now then, that RSW is over, I can crack on with the rest of part one. I'm waiting on a script to be commissioned that'll give the characters a means of learning new Forte skills and boosting various parameters - a lot like Dragon Quest 8's, actually. It'll mean databasing will need to be redone, but I'll have a clear picture in mind of what I'm wanting to do. I'm now in the same stage I was after the VX demo, so it's time to get cracking on.
A question - would you prefer a new demo after part one is complete, or a demo after part one's kinda at the halfway point?
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Oooh, downloading now.
I haven't played obviously as it's still downloading but as a rule of thumb once you've got a demo out so people can have a taste it seems to make more sense to complete sections rather than releasing rolling demos. But that's just my opinion.
I haven't played obviously as it's still downloading but as a rule of thumb once you've got a demo out so people can have a taste it seems to make more sense to complete sections rather than releasing rolling demos. But that's just my opinion.
Is it possible to defeat the Interceptor? I tried like three times already, but I can't beat him. He also has insane high damage output making items melt like an ice on the desert.
Oh yeah, it's totally possible. You should have picked up the items that buff your attack and defence and debuff an enemies, which more or less negates the damage the arms do to you - that should always be the first thing you do.
After that there are two strategies you can take - have a look at the demo guide up top for some help.
After that there are two strategies you can take - have a look at the demo guide up top for some help.
author=Jurassic_MarkDidn't know it was fixed: it would be nice to have some kind of "Version X.Y.Z" in the name of the download on the "Downloads" page, so one wouldn't be worried about playing an old version.
You need to download the newest version of the demo then. That bug was fixed quite a while ago.
Apologies, the change log should be a little more specific - the 'game breaking bug' mentioned on the download page is the one you just mentioned and I have been updating the thread regularly whenever there's been an update.
I came to a moment where I'm to head to a shrine with Drake and Saffron (weird name she has), but I can't seem to find any alternate route. I thought about jumping on that large rock on the river (the map with the well), but no luck. Is this demo's end?
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