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Final Fantasy: Chaos Demo

I am proud to announce that the demo of Final Fantasy: Chaos is now available for download! You can get it in the downloads section listed above! New versions of the demo will be released with further adjustments to enhance player experience. We hope that you enjoy the playthrough and report any bugs found in the bug reports section.

Posts

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Could you please lower enemies' stats and elemental resistances in the first dungeon? The Sewers are ridiculously difficult, I have problems dealing with regular enemies, and don't get me started on that boss fight. -_- And there are not enough healing items IMO; Lucius is a really weak character, which begs for the next question: where is any armor in this game? I presume that one can be got from the monster-in-a-box in the Sewers, but like I said before, enemies are way too hard for the beginning of the game. It's really frustrating when the game discourages the player from comleting it right from the start.
Agree with Noel, there is definitely not enough healing items in the first dungeon. Having said that I persevered and played through the demo. I really enjoyed it and I'm looking forward to seeing more of it. I encountered two bugs, one small the other a game breaker.
1 My characters got poisoned outside the first town. I went and stayed in the inn cured my party but in the first battle after leaving the poison animation? was still present for a second or two.
2 After beating the phantom saber I headed back the way I came. When I got to the next map (with the moogle) I couldn't move but could still access the menu so I had to restart.
author=Noel_Kreiss
Could you please lower enemies' stats and elemental resistances in the first dungeon? The Sewers are ridiculously difficult, I have problems dealing with regular enemies, and don't get me started on that boss fight. -_- And there are not enough healing items IMO; Lucius is a really weak character, which begs for the next question: where is any armor in this game? I presume that one can be got from the monster-in-a-box in the Sewers, but like I said before, enemies are way too hard for the beginning of the game. It's really frustrating when the game discourages the player from comleting it right from the start.


I made adjustments to all the enemies in the first dungeon, including the boss. I also added more healing items to the dungeon as well. I hope that you took the time to explore the castle thoroughly in the beginning of the game as there are a couple of items there which will help out, including a piece of equipment. The game does have hidden areas with useful items, including one in the sewer dungeon.
author=midge
Agree with Noel, there is definitely not enough healing items in the first dungeon. Having said that I persevered and played through the demo. I really enjoyed it and I'm looking forward to seeing more of it. I encountered two bugs, one small the other a game breaker.
1 My characters got poisoned outside the first town. I went and stayed in the inn cured my party but in the first battle after leaving the poison animation? was still present for a second or two.
2 After beating the phantom saber I headed back the way I came. When I got to the next map (with the moogle) I couldn't move but could still access the menu so I had to restart.


I fixed the game breaking issue you were talking about and working on fixing the issue with the animation dilemma.
The first dungeon became completable, thanks. But now I'm dealing with another problem: I am lost in this weird mountain. I think I was in pretty much every place there but I can't seem to advance. It's just that you put a lot of maps for the beginning locations it overwhelms the player and doesn't actually encourage the player to continue their journey.
There shouldn't be anything preventing you from advancing in the second dungeon if that's what you're referring to. The only problem with the dungeon is when trying to go back after beating the boss the player gets stuck, but the new version for that fix and others will be uploaded today.
I like got the suprise mid-boss battle with an Ochu, a Friendly Monster yearning for an Ore, and a Dragon Aevis in a chest, but aside of that I have no idea where to go. I spend nearly an hour walking around the dungeon but I feel lost. I kind of wish for a map to be in this game, 'cause even the starting location, a castle, was overwhelmingly large.
I see. Well in that case I will consider putting in a map to help guide the player through locations. If not that, then I will make adjustments to the locations and cut off the amount there exists so it's less stressful. Or I'll do both.
author=Noel_Kreiss
I like got the suprise mid-boss battle with an Ochu, a Friendly Monster yearning for an Ore, and a Dragon Aevis in a chest, but aside of that I have no idea where to go. I spend nearly an hour walking around the dungeon but I feel lost. I kind of wish for a map to be in this game, 'cause even the starting location, a castle, was overwhelmingly large.
After you beat the Dragon you need to keep heading south. You are actually not that far away from the end of the mountain pass.
author=keeletenebrae
I see. Well in that case I will consider putting in a map to help guide the player through locations. If not that, then I will make adjustments to the locations and cut off the amount there exists so it's less stressful. Or I'll do both.
Personally I like the size of the second dungeon. I like being able to explore a little bit but a map wouldn't be a bad idea. I have another suggestion, if you are going to make large dungeons what about having a save point halfway through. Take the mountain pass for example maybe have a save point where the player fights the Ochu?
author=midge
author=keeletenebrae
I see. Well in that case I will consider putting in a map to help guide the player through locations. If not that, then I will make adjustments to the locations and cut off the amount there exists so it's less stressful. Or I'll do both.
Personally I like the size of the second dungeon. I like being able to explore a little bit but a map wouldn't be a bad idea. I have another suggestion, if you are going to make large dungeons what about having a save point halfway through. Take the mountain pass for example maybe have a save point where the player fights the Ochu?


I was considering that some time ago. I will probably add a save point in the area where the player encounters the friendly monster.
I finished your demo and see great potential. However, in my opinion game gets too easy after 1st town and new party members - constant mp/hp healing for free with 'pray' command thus making healing items useless. I've never used tent and ether for example.
Yes, free MP healing seems really cheap, although I don't mind it actually. You might consider lowering the amount it recovers so it doesn't look as cheap as it does now.

Now to the story commentary:
  • The opening sequence (narration + castle and escape through sewers) didn't really feel like it was a Final Fantasy game.
    We get some narration outlaying the background, then we get "thrown" into castle sequence which actually lack action aside of the escape, but even that feels cheeply done. Recent Final Fantasy games just throw action into you and this game... it goes rather calm.
  • I'm not sure wether I like it or not that Lucius knows who he is exactly. This is once again rather un-Final Fantasy-like; if you look at characters like Cecil, Terra, or Zidane you'll notice that at the beginning they don't consider themselves something extra-terrestial, just humans, maybe more potent than most.
I can't think of more for now, but these two things were the most glaring to me.

Are you planning on extending the "Passive" in game? Two slots are very limitting and gaining few more, be it sidequests, items, or whatever would be nice.
I was supposed to get Mognet popups but I don't seem to get them. The letters only appear when I enter the Mognet menu.
I wish there were Limit Breaks here: would make battles easier IMO.
Also, it wasn't a good idea to widen the altars in the cathedral in Luft: they look horrible.
author=Noel_Kreiss
Yes, free MP healing seems really cheap, although I don't mind it actually. You might consider lowering the amount it recovers so it doesn't look as cheap as it does now.

Now to the story commentary:
  • The opening sequence (narration + castle and escape through sewers) didn't really feel like it was a Final Fantasy game.
    We get some narration outlaying the background, then we get "thrown" into castle sequence which actually lack action aside of the escape, but even that feels cheeply done. Recent Final Fantasy games just throw action into you and this game... it goes rather calm.
  • I'm not sure wether I like it or not that Lucius knows who he is exactly. This is once again rather un-Final Fantasy-like; if you look at characters like Cecil, Terra, or Zidane you'll notice that at the beginning they don't consider themselves something extra-terrestial, just humans, maybe more potent than most.
I can't think of more for now, but these two things were the most glaring to me.

Are you planning on extending the "Passive" in game? Two slots are very limitting and gaining few more, be it sidequests, items, or whatever would be nice.
I was supposed to get Mognet popups but I don't seem to get them. The letters only appear when I enter the Mognet menu.
I wish there were Limit Breaks here: would make battles easier IMO.
Also, it wasn't a good idea to widen the altars in the cathedral in Luft: they look horrible.


The amount of passive slots in the game will be increased as the game goes on. Players will be able to extend their passive slots via items and events. A quest system is underway as well and will be unlocked shortly after the players leave Luft as well as Limit Breaks. The player receives mognet popups when they reach the save point when the special requirements are met, but I will consider adding popups as soon as those requirements are met instead.
Hey! I played through the demo and figured I'd give a few thoughts.

-Story seems solid so far. I agree with Noel that "angels and demons" isn't FF-esque in and of itself, but the series has plenty of extradimensional/multiple world stuff so I am interested to see where you go with it. The intro didn't really bother me, as while there wasn't any immediate action, things got moving quickly enough. I think it's fine that Lucius knows he's a demon, but I'm not sure if having the fact that he has some other special power being revealed to the player so soon will take away from things later. Way too early to tell where you're going with things. =)

-Characters are good. Lucius is a dick and not especially likable, but I imagine you're going to be developing his character, so I'm sure it's intended. I like Kura and Claire, they give off a definite Palom/Porom vibe. Veillia isn't really around long enough to say much about her character.

-Battle system is very well done! Besides a few graphical errors everything seems fairly solid. I'll go into detail about those later. I absolutely LOVE your battler sprites and status animations! I can tell a huge amount of work went into those.

-Game balance is... weird. I think you should put a free healing spot at the entrance to the sewers as well, because enemies quickly drain your HP, and it is very, very possible for the player to get stuck in a situation where they have exhausted their supplies and are literally stuck and unable to continue. I'd also be a little generous and scatter around a few more potions in the castle/sewer since it's not like the player can retreat from the sewers and head back to town. After you get Claire, things balance out and are mostly fine, with a couple of exceptions. First, the turtle outside the second town. Carapace crits every time and can wipe out your party faster than you can heal. Second, I think the bosses might be just a bit off.

The Phantom Saber was fine, it just had perhaps a bit too much HP (only way to kill at a decent pace is to bring Lucius to critical HP and spam Minus Strike, the elemental shifting it did seemed to not give it a weakness and you can't spam Libra at that point to find what works, unless I missed a weapon). The Crystal Host might be a bit overtuned for such an early game boss. If you don't catch on immediately and get Barshade/Barlight up and keep them up 100%, he'll slaughter you unless you've grinded a bit. He also has a boatload of HP, and you're given a caster but the boss just spams reflect so you can't even try any of her spells out really.

All of this was on the default difficulty. I'd say make default a bit easier, and make the current difficulty a step up from that.

-I kept getting a crash outside the second town, in "Changing Battlebacks", line 68. Looked like an empty hash problem, you probably just need to add a line that loads the default hash again if the current is nil, I had that same problem.

-I'd say some of the areas might be just a bit too large for the early game, but I didn't really have any problems navigating or anything.

-There's some spelling and grammar issues, but nothing terrible or unreadable.

-There seems to be a slight ATB issue. After taking an action, the ATB bars remain empty for a time before starting to refill. I assume it's probably a display problem with the gauges, or you have actions taking more than max ATB. In any event, it's not game breaking but it makes it hard to get a feel for the speed of your characters.

-A cursor appears in the enemy window when selecting a target. If you created this window the way I think, you just need to go into that class and set cursor.visible to false, that should fix it. Also, I'd have an update be forced whenever an enemy dies, as their name often takes a while to vanish from the window.

-It was mentioned before but sometimes characters don't change poses when a status ailment is removed, or they enter battle with ailments that had been cured. I don't know what sideview system you are using, so I'm not sure what to suggest.

-I'd suggest having some way to tell what status ailments are on your party and the enemy besides looking at the sprites, as you can have more ailments than are displayed. I understand why you removed the icons from the status window, I did the same thing because it is not something classic FFs did. If you are using Victor's target arrow, there should be an option to have a targeting window pop up that will show what statuses are on the target. FF4 DS and others have used this, so it's not totally inauthentic. You could also create a window that displays the statuses on the party when targeting a spell like the classic FFs did, but this takes a bit of scripting know-how.

That's about all I can think of for now! Looking forward to seeing more, I think you're off to a real great start! =)
I have been walking around this initial castle for 15-20 minutes looking for Lucius' friend who said he would meet him in the courtyard, and he is not there. Either you don't know what a courtyard is, or he's not telling the player to meet him in the right place.

Also, part of the courtyard has spike walls blocking the path? Why? If there's a specific reason for not being able to access this area of the starting area, it should be somewhat explained. The start of a game shouldn't be this confusing to any player. Linearity is OK in the first hour.

There should also be a save point somewhere in here for people who are also becoming confused by the completely weird layout of this area.
The courtyard is located in the western part of the castle, head there from the entrance hall, but yeah, the layout is confusing as hell for a starting location.
author=RydiaMist
Hey! I played through the demo and figured I'd give a few thoughts.

-Story seems solid so far. I agree with Noel that "angels and demons" isn't FF-esque in and of itself, but the series has plenty of extradimensional/multiple world stuff so I am interested to see where you go with it. The intro didn't really bother me, as while there wasn't any immediate action, things got moving quickly enough. I think it's fine that Lucius knows he's a demon, but I'm not sure if having the fact that he has some other special power being revealed to the player so soon will take away from things later. Way too early to tell where you're going with things. =)

-Characters are good. Lucius is a dick and not especially likable, but I imagine you're going to be developing his character, so I'm sure it's intended. I like Kura and Claire, they give off a definite Palom/Porom vibe. Veillia isn't really around long enough to say much about her character.

-Battle system is very well done! Besides a few graphical errors everything seems fairly solid. I'll go into detail about those later. I absolutely LOVE your battler sprites and status animations! I can tell a huge amount of work went into those.

-Game balance is... weird. I think you should put a free healing spot at the entrance to the sewers as well, because enemies quickly drain your HP, and it is very, very possible for the player to get stuck in a situation where they have exhausted their supplies and are literally stuck and unable to continue. I'd also be a little generous and scatter around a few more potions in the castle/sewer since it's not like the player can retreat from the sewers and head back to town. After you get Claire, things balance out and are mostly fine, with a couple of exceptions. First, the turtle outside the second town. Carapace crits every time and can wipe out your party faster than you can heal. Second, I think the bosses might be just a bit off.

The Phantom Saber was fine, it just had perhaps a bit too much HP (only way to kill at a decent pace is to bring Lucius to critical HP and spam Minus Strike, the elemental shifting it did seemed to not give it a weakness and you can't spam Libra at that point to find what works, unless I missed a weapon). The Crystal Host might be a bit overtuned for such an early game boss. If you don't catch on immediately and get Barshade/Barlight up and keep them up 100%, he'll slaughter you unless you've grinded a bit. He also has a boatload of HP, and you're given a caster but the boss just spams reflect so you can't even try any of her spells out really.

All of this was on the default difficulty. I'd say make default a bit easier, and make the current difficulty a step up from that.

-I kept getting a crash outside the second town, in "Changing Battlebacks", line 68. Looked like an empty hash problem, you probably just need to add a line that loads the default hash again if the current is nil, I had that same problem.

-I'd say some of the areas might be just a bit too large for the early game, but I didn't really have any problems navigating or anything.

-There's some spelling and grammar issues, but nothing terrible or unreadable.

-There seems to be a slight ATB issue. After taking an action, the ATB bars remain empty for a time before starting to refill. I assume it's probably a display problem with the gauges, or you have actions taking more than max ATB. In any event, it's not game breaking but it makes it hard to get a feel for the speed of your characters.

-A cursor appears in the enemy window when selecting a target. If you created this window the way I think, you just need to go into that class and set cursor.visible to false, that should fix it. Also, I'd have an update be forced whenever an enemy dies, as their name often takes a while to vanish from the window.

-It was mentioned before but sometimes characters don't change poses when a status ailment is removed, or they enter battle with ailments that had been cured. I don't know what sideview system you are using, so I'm not sure what to suggest.

-I'd suggest having some way to tell what status ailments are on your party and the enemy besides looking at the sprites, as you can have more ailments than are displayed. I understand why you removed the icons from the status window, I did the same thing because it is not something classic FFs did. If you are using Victor's target arrow, there should be an option to have a targeting window pop up that will show what statuses are on the target. FF4 DS and others have used this, so it's not totally inauthentic. You could also create a window that displays the statuses on the party when targeting a spell like the classic FFs did, but this takes a bit of scripting know-how.

That's about all I can think of for now! Looking forward to seeing more, I think you're off to a real great start! =)


Thanks for the awesome feedback! I am currently fixing the issues that you have addressed and as for the battle system I am using, it is victors. The state animation script is yanfly's and since both his and victor's scripts aren't completely compatible with each other, I might choose a different animation script that solves that issues if I cannot fix it by adjusting the code in yanflys. However, if you have any suggestions for this, I would be glad to hear them out! :3
Two days later and I still cannot leave this starting area. I found the King and Queen eating dinner, then was told to visit the library. I did so, nothing special happens there, and thus, I have no idea where to go next after walking around the castle for another 30 minutes unable to leave.

This is getting tiresome. I suggest making this entire portion of the game a lot less confusing, giving clear directions on what to do, who to speak to, and where to go every step of the way. Any area where the player is trapped like this shouldn't be this confusing.
author=WCouillard
Two days later and I still cannot leave this starting area. I found the King and Queen eating dinner, then was told to visit the library. I did so, nothing special happens there, and thus, I have no idea where to go next after walking around the castle for another 30 minutes unable to leave.

This is getting tiresome. I suggest making this entire portion of the game a lot less confusing, giving clear directions on what to do, who to speak to, and where to go every step of the way. Any area where the player is trapped like this shouldn't be this confusing.


The starting area in the next version will be adjusted so players aren't too overwhelmed. A minimap will also be added to make navigation easier.
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