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When a series of murders reveals uncomfortable truths about the holy city--the Polis--Enforcer Rita Eangiere's faith in the Polis, its Archons, and its gods begins to waver. As she follows the threads between one murder and the next, she finds herself caught up in a plot that threatens to plunge commonfolk and noblefolk alike into chaos. Can Rita discover the machinations that are destroying the holy city from within?



Essences drive this game's combat, lending battles both simplicity and strategic depth. Taking damage of an element grants the target that element's Essence, which can be used to cast one spell of that element. If a battler has no Essences when their turn starts, they Surge, gaining one of each Essence and a huge list of bonuses for that turn. Combat revolves around breaking down the enemy's defenses with Surging while, at the same time, trying to prevent the enemy from doing the same! Do you spend your Fire Essence to improve your damage or to blast an enemy? Do you use your heal now, and risk not having the appropriate Essence when you need it? Take care not to back yourself into a corner!

Rita is sworn to protect the people. But what--or whom--is she protecting them from, exactly?

Latest Blog

Nov 27 2014 -- Feature: Skill Augmentation

What is Skill Augmentation?
With the assistance of Myla, a personality relevant to the events in the Polis, you can exchange prayer tablets--the basic component of an artificial Precept--to enhance the potency of a spell or shift it towards disciplines of magic outside of its original intent. By folding the stored Essence of the "wrong" tablet into a Precept, you can create a skill that borrows some of its power from that same "wrong" Essence.

(If that sounds like world-building fluff, it's because it is.)

Skill Augmentation is a form of customization that prompts the player to properly manage a resource (tablets) over a long period of gameplay. The player must critically think on which skills are most useful to them, and whether the player can afford to spend their myriad "currencies" on enhancing that particular skill. Would they be better served by enhancing a different, competing Precept? Would they prefer to hold their tablets and see if they get a new Precept worth enhancing? If the player enhances their main nuke to gain a buff-dispelling effect, they must suddenly hold that spell to respond to enemy buffs instead of simply employing it for damage.

Every other element of Essence Enforcer's gameplay happens on a per-mission level. You can rearrange your skills between characters how you please, you can take as many tries as you like for a given mission, and your HP and status resets between missions. Skill Augmentation and tablet management is the first form of gameplay that Essence Enforcer offers that has lasting ramifications over the course of your playthrough.


Tablets of Bronze quality or better can be hard to come by. Unless you're the developer, cough.

Why add Skill Augmentation?
Design-wise, this is a solution to a problem no testers brought up, that has to do with how gameplay extends into mid- and late-game encounters. As the game progresses, keeping your own party's stats up and the enemy's stats down will be mandatory to mitigate the damage enemies will be capable of.

The issue with this was that stat modifiers weren't very compelling at all. In the demo, stat modifiers were completely streamlined, you either dealt +30% or -30% damage, or took +30% or -30% damage. The only stats you could modify were Damage Dealt and Damage Taken, and only to a single intensity in either direction. This simply couldn't support an endgame where both teams are constantly struggling to gain the advantage needed to secure a crucial kill. So, I revamped stat modifiers.



Allowing both parties to modify maximum HP and healing output as stats opens up a ton of interactions with draining skills, abilities that heal a percentage of health, skills that trigger at critical HP, and so on. More interactions and decision points between skills is never a bad thing, to a point.

Three of these four stats--Maximum HP, Healing, and Damage Taken--are defensive by design. Not only to increase each others' effectiveness, they each respond to different kinds of incoming damage. Improving healing is a better countermeasure to sustained damage over time, for example. On top of all that, the secret fourth defensive stat--an enemy's Damage Dealt--forces the player to prioritize which targets are the greatest threat at a given time, based primarily on which Essences they're holding.

As the game goes on, the damage potential of enemies becomes a larger and larger portion of what the player can survive on their own. It becomes increasingly important to use stat modifiers to bridge the gap. 1,000 damage isn't conventionally survivable, but 422 (1000 * 0.65 * 0.65) is much more manageable at the end of the game. It gets to the point where enemy dispels can be the most dangerous action in their arsenal.

How does Skill Augmentation help?
The skill pool in Essence Enforcer has to be constrained due to how skill slots are handled. To keep in-battle information clutter low, each character can equip up to 16 skills, meaning there can only be so many skills to collect. Having an available pool of 400+ skills is meaningless when you can only take less than a tenth of them with you. Furthermore, once you have that many skills in your game, some will end to overshadow their competition. Players will take their best available single-target heal, their best buff dispel, and so on.

Contradicting this, however, many players derive enjoyment from constant improvement in their skills and capabilities. Given that I can only hand out so many skills before some of them see neglect, I began to search for ways to expand the pool for players who enjoy diversity. At the same time, I wanted a solution that didn't require me to dilute the pool with a bunch of same-y filler spells; meaning that as the player added newer spells, older spells would go away. This line of thinking about skill replacement eventually led me to skill Augmentation.


Skills will become increasingly more complex each time they are Augmented.

Eventually I was lead to a system where skills can be Augmented several times, and each augment adds one or more effects to the skill. This adds meaningful power to each skill--adding an HP drain effect to what was previously a pure nuke, for example--without pushing the skill up and above its competition.

For example, Riposte and Cripple are both Physical nukes with equal damage. The former blocks one attack for the user, and the other prevents the target from healing HP for a turn, giving them different use cases. Augmenting Riposte causes it to dispel Damage buffs on the target, raise the user's Damage for several turns, and add a critical-hit mark to the target; but a player with a fully-Augmented Riposte will still find Cripple useful for its heal block! If Riposte simply dealt more and more damage each Augment, Cripple would be comparatively worse unless it too was Augmented. By adding more effects--not necessarily stronger ones--Augmentation allows a player to diversify their toolbox without trivializing the decisions between different available skills.

Lastly, as the player accumulates more Precepts and Augments those skills over the course of the game, they'll find both their own skills and their opponents' are increasingly complex in how they're used and how they interact. This is a wonderful side-effect of adding Augmentation: the player must consider more and more information as the game progresses, and weigh their decisions more carefully between one skill or another. Two different heal-blocking skills may offer dramatically different additional effects, and the player must decide which they need now and which they need to save. Do they use the heal block with a dispel and risk the enemy buffing themselves, or do they use the heal block with a drain attached and risk missing out that healing later on?

It also gives the player a point of lasting personal improvement. Learning an enemy's attack pattern will help the player only so long as those enemies show up. Learning a cool skill interaction inside their own kit, however, will help the player for the entirety of their playthrough, giving the player room to improve at playing Essence Enforcer and providing the satisfaction that comes with increasing mastery at the game's challenges.

Conclusion
I wanted to push out an update on my recent progress without spoiling any developments, but it will be a while yet before I produce any story events that don't constitute some form of spoiler. So, I pushed out a gameplay blog instead. I have an existing feature in mind that I'll probably blog about down the road; as well as another, yet-to-be-implemented one, if either of those prove looking forward to.

Either way, I appreciate anyone who takes the time to read all of this jabber about Skill Augmentation! The ins-and-outs of designing a game around strategic decision-making has always fascinated me, starting with, "How is it possible to lose at a game where you have unlimited time to plan your moves?" The answer seems to be, vaguely, "give the player more chances to make mistakes," but that's a topic for another blog post entirely.

With Skill Augmentation, I hope to create a huge stream of decisions for the player to consider and weigh and select based on their needs and preferences. If the player, scrolling through the list of available augments, feels themselves to be in a candy store picking out treats, I've succeeded in some small way with this feature. Augmentation provides many opportunities for mediocrity, no chance for failure (you can always acquire more materials!), and no small chance indeed for the player to succeed purely due to their own informed decisions.

From what I understand, players like to succeed under their own power.

Posts

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author=Max McGee
author=LouisCyphre
Right. Because the animu portraits didn't.

And... thank you for being very descriptive in how they killed you. You have given me exactly zero information beyond "look in this monster troop, somewhere."

Please be specific on how you died. Was it surged Tempest, perhaps?
actually the animu portraits didn't bother me because they weren't lolisparklefaeries. I am not bothered by style as much as by content.

I am pretty sure it was surged tempest. I think a precept I hadn't seen before called "Overload" also happened? And I was pretty sure it was one of many instances of enemies starting the battle in a surging state "because fuck you". It was definitely notable because you only have to lose one party member to die in this game and they totally took both from full to dead in one turn.


A lot of enemies start battle without a single rune. You can prevent them from surging immediately by hitting them with something; my preferred method is a hit-all spell (mow down, purity, tempest, etc.)

For the faeries, mow down is pretty good, since their physical rune ability is weak, and if they appear with acolytes, you can lock them down and take minimal damage if you choose your targets correcly.
Max McGee
with sorrow down past the fence
9159
Could you explain how Surging is triggered for PCs and NPCs?

Edit: Sniped.

A lot of enemies start battle without a single rune. You can prevent them from surging immediately by hitting them with something; my preferred method is a hit-all spell (mow down, purity, tempest, etc.)

Interesting. It wasn't entirely clear which Essences, if any, enemies started with. My default assumption was parity with PCs i.e. they started with five Essences, and I watched with increasing confusion as the enemies started battle in a Surging state more and more often. I think that the importance of getting in an early hit to prevent enemies from surging immediately is a tactical nuance that was lost on me. I feel like this is the kind of thing the player should be warned of early on--possibly this is true but I missed it in my spamming spacebar through the messages.

Actually I think that showing what Essences enemies have with icons under their battler potraits would be a HUGE feature for this game.

On another note, it is very frustrating that you cannot save between battles. The battles in this game haven't been, for the most part, insanely hard, but they are pretty tough and definitely involve a lot of thinking, a lot of trial and error, and a lot of less-than-intuitive and unfamiliar mechanics to wrap your brain around.

All of this is going to be mentioned in my review, but basically I feel like the option of having less progress lost when you die would be a great thing. If you win every battle of a Mission but the last one, dying on that battle causes you to have to replay every battle in the mission, which is tedious and annoying. I think there's a good Extra Credits episode about this but I can't recall the name.
author=Max McGee
Could you explain how Surging is triggered for PCs and NPCs?


Anyone who starts a round without a single rune will surge. So when you hit someone with an ability, you're also giving them a rune, which then makes them unable to surge until they get rid of it by using it up with an ability of that rune type.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Surging is the same for all battlers. Any unit will Surge if, at the start of a unit's turn, they hold no Essence.

This grants that unit all Essences, dramatically increases their damage for a single turn, and purges all debuffs from that unit. What's different between PCs and NPcs is that Rita's party holds all Essences at the start of battle. The enemy party holds none.

This is reflected in the design. Rita's very first command in her command list--her basic attack, for all intents--is Mow Down, an AoE attack that helps players give each enemy Essence. What happened here is that I failed to communicate that. Without pointing out that enemies start with no Essence, it can appear that enemies are simply using skills or Surging at whim.

I have been led to the this conclusion (click). This game's design (unintentionally!) preys on common jRPG habits, such as buffing one's self at the start of battle or focusing down a single enemy at a time.

The usual flow in battle, as testers describe it, is that the player should first use their AoE spells to establish Essence control over their opponents. Other damaging spells should also be used for this purpose in the first couple of turns. Only after this initial "early game" step of the fight do typical jRPG patterns emerge.

These are concepts that are critical to success in this game, and they are barely mentioned or hinted at. I think that's the issue you're having, Max. I gave you the tools to succeed but then simply assumed that they'd be used properly, when every convention of the genre tricks the average player into using them incorrectly.
LouisCyphre
can't make a bad game if you don't finish any games
4523
double post because I'm the archon of this page

I'm actually building a retry-battle prompt as we speak for the exact reason you mentioned.

author=Max McGee
Actually I think that showing what Essences enemies have with icons under their battler potraits would be a HUGE feature for this game.

They already do this. I will, however, bind :ALT or something to show all enemies' status while held and see if that helps any.

edit: probably not until late tonight; today is a Syrcus Tower day.
Max McGee
with sorrow down past the fence
9159
I kind of agree with your conclusion about unlearning JRPG habits when playing this game.

I mean...I am kind of weird. I actually believe that "you're playing the game wrong, work on sucking less" is actually a valid counterargument to "concerns about balance". I made this argument substantially with To Arms! which is a game I still think to this day was impeccably well balanced over the course of hundreds and hundreds of hours of intensive playtesting and the people complaining it was too hard were playing it wrong. But then Brickroad had a shitfit over it being an ASOIAF fan game and my composer vanished up the internet's butthole and I had a small nervous breakdown and the entire project fucking blew up into an ocean of goddamn tears and it became a moot point.

And I feel like that initial conversation should have focused more on "teaching the player to play the game, through gameplay" than on some abstract discussion of game balance qua game balance.

Anyway my point is like...more than anyone else, I am an ally to anyone who would say "nuh uh, it's balanced right, you're just doing it wrong".

And really...in a way, THE ISSUE OF TEACHING THE PLAYER HOW TO PLAY IS ALMOST A BIGGER ISSUE THAN THAT OF BALANCING THE GAME. Because like...even if a game IS quite difficult (and I am still not sure one way or another if I would say Essence Enforcer is)...being able to teach the player how to play it properly gives the players tools to meet that challenge level.

They already do this


Wow. So I tried to figure out how I could possibly have missed this, and the reason is that they only show up when you're targeting enemies and the thing about my personal playing habit is...by the time I am picking which enemy to target, I have already mostly left the "deciding what to do" phase and entered the "press enter until it is my next turn" phase. Actually...I mean by the time I choose to use a single target spell like Glaciate...I have mentally chosen who I want to Glaciate already. So yeah...generally speaking at that point I was hitting enter so quickly that those prompts were going away about as fast as they appeared.

The other thing is a LOT of Precepts--a LOT--either target a party member, or all party members, or all enemies. So... often, you don't even see those enemy Essence icons at all. And I think that's why I never realized they were there at all. Because they were only visible during a point where I wasn't paying a ton of attention.

So yeah, making enemy essences visible at all times? Maybe even highlighting an enemy that is about to Surge in a glow or aura to warn the player like (YOU ARE ABOUT TO BE FUCKED UP)? I think these would be awesomely good features to add.

I'm actually building a retry-battle prompt as we speak for the exact reason you mentioned.


Awesome. I honestly think that alone will make the game like 300% more playable.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Please start using my inbox. Or the testing blog.
I've played a bit more of this!
After a gruelingly long back and forth game with the parasite, I lost the battle of attrition and it killed me. Rita by default seems a lot weaker battle wise then either Pat or Ethan? The parasite didn't hit with a large variety of elements, and that caused her to be locked out of a lot of her useful moves. (Most turns she was using her healing move when both characters had a 'cannot be healed' status effect because that's all she had.) I'm sure there's a better way to take the battle on that I'm missing though lol It was healing about as fast as I could damage it towards the end.

Is it recommended to take Precepts off of Pat to give to Rita?


That aside, is there a way to skip a character's turn? In situations like I mentioned in the hide box, I'd rather skip the turn, save the element and use the precept on a turn where it will actually be useful.

Anyway! I'm really enjoying this demo a lot. The characters are a lot of fun (Ethan in particular amuses me to no end haha) and the battle system is really neat and makes you think. Hopefully I'll be able to avenge myself.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=MakioKuta
That aside, is there a way to skip a character's turn? In situations like I mentioned in the hide box, I'd rather skip the turn, save the element and use the precept on a turn where it will actually be useful.


Part of the challenge is that you have to do something every turn. There's a lot of toxic gameplay associated with passing turns in this particular system, particularly involving denying your opponents Essences.

I've adjusted the fight since then, and I'd definitely rather adjust the fight than the system when there's a game health issue. If you PM me with the version number of your copy, I can probably hit you back with an updated /Data folder to addess that particular issue.
I was able to play much further now~ ((Rita's move to do extra damage against enemies depending on how many Essences they have is a lot more useful then the damage boost skill she had in the previous versions!)

I found a few errors, including a couple of times when the game crashed.

The first few are places with typoes or text cut off. The first link is the same as the one in the PM I sent earlier:
http://fc09.deviantart.net/fs71/f/2014/310/c/4/ee1_by_makio_kuta-d85j977.png
http://fc09.deviantart.net/fs70/f/2014/310/8/c/ee3_by_makio_kuta-d85jjib.png
http://fc03.deviantart.net/fs71/f/2014/310/2/7/ee4_by_makio_kuta-d85jji9.png
http://fc03.deviantart.net/fs70/f/2014/310/1/7/ee6_by_makio_kuta-d85jjig.png

Shortly after this line as well, Pat runs off the screen, but then runs back and stands over top of where Aticia is.

These last two are game crash errors:

Occurred when simply hitting spacebar to advance text in the conversation before battle.


Occurred when fighting bugs with Aticia and Rita - I was trying to have Ati use Mending on Rita.


Still enjoying this game a lot!
unity
You're magical to me.
12540
Is this game still in development? It has one of the best battle systems I've seen in a long time and I liked Rita's character :D
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=unity
Is this game still in development? It has one of the best battle systems I've seen in a long time and I liked Rita's character :D


I'm currently being paid to make something else.

I have this open in one of my instances of VXA, though.
LouisCyphre
can't make a bad game if you don't finish any games
4523
i'm still alive; just sorting some stuff out. none of my projects are dead

you should probably be used to this by now
unity
You're magical to me.
12540
Glad to hear it ^_^
Oh, that's good to hear. I saw the demo was pulled when I went to redownload it the other day and was worried this project was dead since the demo was pulled.

Good luck!
Craze
why would i heal when i could equip a morningstar
15170
*cracks whip* back to 5C you go

(although hopefully this comes soon after)
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