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

Gotta Keep On Improving!

  • Sated
  • 07/05/2015 12:17 PM
  • 359 views
I was pretty disappointed after reading CashmereCat's review for the game (which you can find here: http://rpgmaker.net/games/6014/reviews/4034/) because it seems like a lot of the changes I made to fix problems people had with the original release had gone too far. In trying to make the game easier, I'd made it too trivial and therefore boring to play through. Obviously this is something that needs to be fixed, and there are also other problems that I'd like to tackle at the same time. I'm going to be taking the current download down whilst I fix these problems.

Things That Need To Be Fixed

The main problem seems to be that battles are too easy to beat without actually thinking about what you're doing, which is obviously a big deal in a game that focuses heavily on battles. So first of all, I've gone back into the database and tweaked enemy damage and stats so that they're between when the original release had and what the current release has. This should make the game somewhat more challenging and force people to be more mindful of their strategies, especially against the mini-boss and boss enemies. As far as balance changes go, the pointers would be that:

  • All enemies have had their HP raised by 150%. This means that it takes more than just a couple of attack-all skills to wipe out enemy parties, and puts more focus on killing enemies that cast heal-all first since you shouldn't be able to win a war of attrition against them as easily as before.
  • All enemies have also had their main damage-dealing stat increased. This means that spell-casters have had their intelligence raised and that other enemies have had their attack raised. Enemies dealing more damage will make healing less effective than it seems to be in the current release, which I hope makes things a bit more difficult.
  • Poison and Burn are now retained after battle, and so need to be dealt with if you don't want to take damage whilst moving. Before, it was too easy to ignore these status effects if you were in a random encounter since the encounter didn't normally last so long that they'd become a massive problem. They were more of an annoyance, which isn't the point. They're meant to be a danger. They also won't wear off naturally (unlike other status effects), so they need to be dealt with in boss battles as well!
  • Enemies that accompany bosses have higher HP in line with the fact that they're technically boss enemies themselves. This should make some of the boss encounters more interesting, such as the Frost Wyrm and the Skeleton King.
  • It also seems that healing skills were too strong, so they've been nerfed twice over. Firstly, they now cost the same as they originally did, which is twice as much as they do in the current release. They also heal by less than they did before, so you're going to have to be more careful with MP use on your chosen healer (there are only really two...)

Another problem brought up was the level design, specifically that bridges are too hard to spot, which I guess I agree with. I'm personally pretty used to seeing bridges like the ones this game currently has so I didn't notice it was a problem, but obviously I know exactly where the bridges are! Here is what the bridges are going to look like; note that there are gaps between the wooden slats so you can see through to the ground or, in this case, through to the trademark blue-hair of Zack!


Wooden bridges might not make a great deal of sense deeper in the cave, but I think that concession is better than making it hard on the player to see what the fuck is going on. The alternative would be no vertical bridges, but it's too late to reverse that decision...

There were also some other problems brought up about the battles that had little to do with balance, such as the game running too slowly etc. so there are some things I'm going to fix in that area as well:

  • I'm going to find a way to make the battles go faster by messing with the agility stats of heroes and enemies. Hopefully this should be possible without using patches, but the fact of the matter is that the ATB in RM2K3 has always run a little slow and I don't know if there is anything I can do about it. I personally think the ATB runs at an okay-ish speed - approximately similar to some of the PSX Final Fantasy games such as Final Fantasy IX - but making it a little bit faster can't do any harm.
  • I'm going to re-add the ability for people to choose between "Active" and "Wait" so that people can, if they so choose, give themselves more time to think about what they're doing in battle. It can be kinda annoying to have enemies hit you when you're still reading the descriptions of the skills available!

Something I'd Like To Add

Cashmere (and some other people) have brought up that they'd like more character customisation. Currently, the only customisation you get is in the form of amulets and rings that are dropped by Mimic-chests. I don't know if I really want to add additional weapons to the game because that sounds really difficult given that there are so many bloody heroes in this game; heroes also need to have the correct type of weapon equipped else they can't use some of their skills (although this is only really a concern for physical skills; I really should've made all the character's weapons "cursed" so they can't be removed by the player because that kinda fucks things up...)

What I will probably do is make it so that you can find "Orbs" or "Crystals" or "Materia" or "Espers" (or whatever name I come up with) that equip to the "Shield" and "Armour" slots. The "Shield" set would increase a hero's stats, giving you some strategic choice, with more powerful increases causing a decrease in other stats to balance it out. The "Armour" set could give a hero a skill that they don't already know, which again gives you some strategic options. Does that sound like a good idea? I think that's a good idea to work with!

The Thing I Ain't Changing

There are, of course, some things from the review that I don't agree with. The main one would be that I don't agree the encounter rate is too high. I said in reply to the review that the encounter rate is triggered after 15 steps, but having now looked at the eventing I see that the encounter rate chooses a random number between 25 and 35 steps. I feel that having at least 25 steps, given that the maps are approximately 50x50, is very reasonable. This is something that I won't be changing.

Conclusions

This game still isn't where I want it to be. I did mention when I released the "final" version that it probably wouldn't be the "final" version if people were forthcoming with criticism. It's clear that there are quick ways to make this game better than it currently is, so I'm going to look to implement them over the course of the next week. Hopefully people give it another chance afterwards, but they probably won't. Barely anyone has played it as is. Oh well, it was only a contest game, but there's no reason not to patch it up where I can.

Posts

Pages: 1
That's great to hear! Too few people seem to patch their games in response to this criticism, so I'll try to review the updated version to reward your efforts.
Sated
puking up frothing vitriolic sarcastic spittle
8002
I think the reason people don't patch their games in response to criticism is probably because reviews don't get changed; the review system counts reviews for old builds/beta-releases/alpha-releases equally so it is a pain to patch up a project only for the score to stay low.

Of course, this is only a short game so changing things around and modifying them isn't very difficult. If this were a larger game then I'd probably just remove it and take the criticism forward into future projects (I'd definitely do the latter, maybe not the former).
CashmereCat
Self-proclaimed Puzzle Snob
8817
I didn't expect you to make that many changes regarding my review, but rest assured I'll do my best to write a new review if you request it via PM or otherwise. Or at least, I'll try to finish it because it was a very hard game to finish without getting quite frustrated. Hopefully the changes will mitigate those issues :)

Edit: The very least I'll do if you upload a new build, is that if has enough changes to warrant different gameplay, then I'll make my review no stars, and place a disclaimer at the top, saying "this review was for an older demo". However, more likely I'll play it again.

I actually think that a problem with the battles were also that they were too long and tedious because the attack damage was too small. Theoretically, I believe that once you have the strategy to defeat an enemy, it shouldn't take long at all. So battle length was a reason that I also neglected to mention in my review. I fear that raising enemy HP without raising your HP will only make the battles longer.

author=Sated
The main one would be that I don't agree the encounter rate is too high. I said in reply to the review that the encounter rate is triggered after 15 steps,

Hmm, I'll have to retract the assertion that the encounter rate was too high, but that the encounter rate seemed too high because the paths in the dungeon were too linear and uninteresting. I'll have to patch my review to reflect these changes.

However, the agility stat being larger makes me happy. Or maybe even just the "Wait" command, although I'd be sure to inform the player that such a function exists, otherwise those who are less trained in playing RPG Maker games won't know how to switch it, or what it means.

All in all, keep on keeping on!
Sated
puking up frothing vitriolic sarcastic spittle
8002
I actually think that a problem with the battles were also that they were too long and tedious because the attack damage was too small. Theoretically, I believe that once you have the strategy to defeat an enemy, it shouldn't take long at all. So battle length was a reason that I also neglected to mention in my review. I fear that raising enemy HP without raising your HP will only make the battles longer.

But you did say that you were just spamming attack-all spells to win without worrying about strategy, which I want to discourage. My changes should make it so that enemies can still be wiped out quite quickly if you exploit weaknesses, but not so much if you don't. I could be wrong; I'm going to have other people test it before I release it this time.

However, the agility stat being larger makes me happy. Or maybe even just the "Wait" command, although I'd be sure to inform the player that such a function exists, otherwise those who are less trained in playing RPG Maker games won't know how to switch it, or what it means.

I'm still working on whether or not I can get the game to seem faster using only RM2K3. It seems difficult without making enemies take turns way less than heroes do, which would be a bad thing. I think that I may need to use a patch or transfer this project into the official RM2K3 (hopefully they've fixed the speed issues there!)

CashmereCat
Self-proclaimed Puzzle Snob
8817
author=Sated
But you did say that you were just spamming attack-all spells to win without worrying about strategy, which I want to discourage. My changes should make it so that enemies can still be wiped out quite quickly if you exploit weaknesses, but not so much if you don't. I could be wrong; I'm going to have other people test it before I release it this time.


Ah, yes. I see. That makes sense. As long as enemies wipe you out quickly if you don't know that strategy.

author=Sated
I'm still working on whether or not I can get the game to seem faster using only RM2K3. It seems difficult without making enemies take turns way less than heroes do, which would be a bad thing. I think that I may need to use a patch or transfer this project into the official RM2K3 (hopefully they've fixed the speed issues there!)


Ah, right. I understand that if limitations cause you not to be able to fix this error, you're going to have to build around it. I have played a few games in the official version, and some of them seem slow, too, but somehow they can make it seem like less of a wait and more of anticipation. Maybe if you improve the balancing, it'll make waits seem less long.
Sated
puking up frothing vitriolic sarcastic spittle
8002
Ah, yes. I see. That makes sense. As long as enemies wipe you out quickly if you don't know that strategy.

I'm not generally a believer that every random-battle should be able to quickly wipe you out if you're not playing properly. I more think that constantly failing to be efficient should make it difficult for you in terms of item consumption to the point that you have a hard time continuing onwards. It's a hard balance to strike.

Ah, right. I understand that if limitations cause you not to be able to fix this error, you're going to have to build around it. I have played a few games in the official version, and some of them seem slow, too, but somehow they can make it seem like less of a wait and more of anticipation. Maybe if you improve the balancing, it'll make waits seem less long.

I've just read the patch notes from the official version and it does say that the ATB bar is meant to go faster. I'll probably try transferring it; I need to start using the official version anyway now that it's a thing.
Sated
puking up frothing vitriolic sarcastic spittle
8002
Just a quick update on this; the new version that this blog spoke about has been released. You can read more about the specific changes I ended up making here: http://rpgmaker.net/games/6014/blog/14852/
Pages: 1