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"It's a sobering thought, isn't it? To be able to look out your window and see the end of the world."

The world is on the verge of being consumed by the Fog, an ever-growing mist that corrupts and destroys all life within it. Unable to reach the source, humanity has no way to stop the Fog's growth. The destruction of the world is inevitable; humanity is at the end of its time.

In Asala, one of the few remaining settlements outside the Fog, two friends are on the verge of completing their training to become knights sworn to help weather the coming disaster: the cynical Aeyr Wilder and the kindhearted Mia Alacruz. However, catastrophic events soon destroy the very foundations of their lives, and they are forced to make the choice between their precious friendship and following the path they each believe is right. Their faith in their beliefs, and in each other, will be pushed to the limit as they decide what to save and what to sacrifice as the world collapses around them.

"There is no stopping the coming apocalypse. The only question remaining is: can humanity endure it?"


Prayer of the Faithless integrates elements of classic survival-horror games into its turn-based battle system. There are no readily accessible healing abilities, so your survival depends on managing a limited supply of restorative items you find or purchase. In addition, your equipped weapons and armor will drastically affect your performance by raising some stats, penalizing others, and changing your available abilities.

To reward a playstyle of controlled aggression rather than raw power and high levels, the battle system in Prayer of the Faithless turns a number of RPG conventions on their heads: You have three actions per turn, and you can spend them however you wish during battle. Plus, allies and enemies cannot guard, but must maintain their Stamina pools to block incoming damage. You must damage the enemy's Stamina to be able to hurt them, but be careful: overusing powerful abilities will leave allies wide open to attack!

Each ally's personality traits affect their combat prowess and abilities. As the story goes on and the stakes are raised, these traits will develop (and degrade!) along with the character's mental state. You will get to truly understand how each character thinks and feels through conversations and battle performance, and see how the state of the world affects their morale and beliefs.

Latest Blog

Thoughts on Game Endings

I've never exactly kept it a secret that Prayer of the Faithless was set just before the inevitable end of the world. Because of that, I knew that handling the multiple ways the story can conclude was going to be an uphill battle from the very beginning. After all, how else can you end a story with such a definitive finale already ingrained into its core premise? Last week, when I released chapter 4 to testers and began polishing the endgame, I found myself thinking about this a lot more.




Fair warning: While I'm obviously not going to mention anything specific about the CONTENTS of PotF's endings, I will be talking a little about my approach to designing endings, using references that COULD be taken as indirect spoilers. If you wish to go into PotF completely blind, this is not the blog for you. Turn back now.

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.....You still here? Okay, then.


First of all, I'd like to make a very clear distinction on what PotF actually is and, more importantly, what it is NOT. Prayer of the Faithless is not a story ABOUT the end of the world; it is a character-driven story that INVOLVES the end of the world. If the game really was ABOUT the end of the world, then I likely would have been done in a single month. Because the focus is on the people in the world rather than the world itself, that opens up more possible directions to take the story.

But, no matter how many options there are, the story has to end somehow. And that is where my struggles currently lie.


When designing the endings for PotF, I fell back on a few rules I try to adhere to for character-driven game stories:

1: Every ending is canon
You may be familiar with the concepts of the "bad," "normal," and "true" endings in a game. The idea that not completing certain objectives could lead to an unsatisfying ending or that fulfilling certain objectives would lead to the complete, canon ending. I totally understand the intent behind designing endings this way, and I don't begrudge their inclusion.

However, they do not exist in Prayer of the Faithless. There is no one "true" ending, nor is there an ending that punishes players if they missed a vital component earlier in the game. However the characters decide to complete their objectives, each ending should be just as conclusive and fulfilling as each other.


2: Ending titles
Anyone ever play Silent Hill 2? I could probably devote an entire blog post discussing why I adore the way it handles endings. For the purposes of this blog, though, I just want to bring up the names of each main ending: Leave, Maria, and In Water. For those who haven't played Silent Hill 2 (and if you have, pretend you haven't for a second), can you at least attempt an explanation as to what each ending could possibly mean? I doubt you would be able to do so. But what if I renamed the three endings to "Guilt," "Acceptance," and "Selfish?" Do you think you have a better grasp of what each ending represents now?

On the surface, it may look like a simple name change. However, I like to think that the names are vague to allow for the inclusion of multiple meanings/spins on the central theme. PotF's endings will function the same way. Each ending should encompass the central theme of what it's going for without being so specific that it runs the risk of diluting each individual experience and interpretation of the game. Plus, there's the benefit of being able to mention the endings without spoiling anyone still going through the game!


3: Scrap the End-O-Tron 3000



One of the most infuriating ways I've seen games determine endings is, right before the end credits, presenting players with a choice of what kind of ending they want. Players pick an option, see the ending, and that's it. Done.

I can kinda see that working in, say, a game without a predefined main character like Elder Scrolls, since a blank slate character with no predefined personality would benefit from having options to let players roleplay as to what they would want. However, more often than not it looks to me like a time/budget constraint. If that's the case, then fair enough, but as a deliberate design choice, it just screams "cop-out" to me. So this method of determining endings will not be present in PotF.

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That's about all I can really talk about without delving into the contents of the PotF's endings themselves, so I'm going to end the blog here. What I want to really get across here is that writing these endings involve a LOT of references, cross-checking, and questioning as many "what if they..." scenarios as I can to make sure that each ending gets the time and respect it deserves. This is extremely exhausting for both my time and sanity, and at some point I'll have to step back and say "that's enough." Otherwise, this game will never be completed.

If players don't want to try for the other endings, then I want to send them off on a high note. For a game involving the end of the world, that's... a real challenge, to say the least.

Posts

Red_Nova
The all around prick
7478
Nah, it's fine to post here. It's your thoughts on the game itself, after all, so feel free to post here if that's what you want to do. Thanks for the input, argh! I'm glad you're enjoying the game so far. And thanks for the typos and other issues. I'll make sure to address them.

Oh, you can change equipment mid-battle? That's really useful!
Just main hand and offhand equipment. Your armor and Relics are stuck with you throughout the whole battle.

A test that guarantees you kill a quarter of your applicants seems really wasteful

The purpose of the Proving is to, in gameplay terms, remove the Unbroken nerf from every person who participates in an attempt to "break them in" to the Knights. The idea behind it is to have a few super battle-hardened warriors rather than a bunch of newbies on the front lines. Better to have ten Spartans on your side than 15 guys swinging pointy sticks around. Whether you agree with the system or not is up to personal preference, and as you pointed out, not everyone is on board with the idea.

So I guess that gives us a timeline in relation to Soul Sunder.

Yeah, this was particularly difficult to handle. I didn't want to retroactively ruin Soul Sunder's story by implying one of its endings as non-canon, but it was too difficult to add any sort of nod to the game without confusing new players. So the ultimate fate of the trio will be left up to the player's headcanon and, if they exist in player's heads at all, and not explored in game.

Also, as a slight spoiler for Soul Sunder:

Arya was not the chosen one and never will be. The real chosen one died during Soul Sunder's childhood arc, as explained in one of the later Stata, so even if Arya DID show up, she was not going to swoop in and save everyone.



-Ah nuts, I hoarded the stat boosters from the dream instead of using them and just realized I lost them forever. I typically wait until I get more party members so I can allocate stat boosters more fairly. It would probably be a good idea to add some hint that the items won't transfer into the real world, like Aeyr could say "the stuff I pick up here never becomes real" or something like that.

Sounds fair. I'll do that.

Thanks again for playing! I hope to hear from you after you finish the prologue!
Just main hand and offhand equipment. Your armor and Relics are stuck with you throughout the whole battle.

Ah yeah, I noticed that. I was thinking it'd be clever to only equip the medic handbook when using medkits and then immediately de-equip it, but I can't do that.

(The stat tooltips seem a bit weird, by the way -- Leather Overcoats seem to decrease SP by 2, but the tooltip says they have no effect. Is there an automatic penalty for medium armor? Also how does a book affect your stamina and armor???)

The purpose of the Proving is to, in gameplay terms, remove the Unbroken nerf from every person who participates in an attempt to "break them in" to the Knights. The idea behind it is to have a few super battle-hardened warriors rather than a bunch of newbies on the front lines. Better to have ten Spartans on your side than 15 guys swinging pointy sticks around.

How are they maintaining that if the world's going to crap, though? Raising someone to adulthood is a huge resource investment, and it sounds like they don't have a lot of resources if parts of the continent are becoming uninhabitable. And if the knights die in battle a lot too... eventually the population will be worn down to nothing. Is a 10% stat boost really worth a 25% reduction in your able-bodied adults every year? It just seems like there are more economical ways of doing that -- modern militaries make soldiers kill dogs, which is also effective. (It also just doesn't make sense to me that people would hold back against inhuman monsters -- in real life, that hesitance is because we really don't like killing other humans in specific. But if there aren't many human enemies I suppose there's no other way to convey it...)

Re: Soul Sunder

Wait, I thought Isaac's dad said the botched ritual resulted in both Alex and Arya becoming chosen ones? How does Arya have so much power over the miasma if she's not the chosen one?
Red_Nova
The all around prick
7478
(The stat tooltips seem a bit weird, by the way -- Leather Overcoats seem to decrease SP by 2, but the tooltip says they have no effect. Is there an automatic penalty for medium armor? Also how does a book affect your stamina and armor???)


Armor doesn't decrease a set amount of SP, which is why you don't see it in the tooltip. Instead, armor can remove a percentage of a character's max SP. Light armor does not decrease any, but medium and heavy armor has a 10% and 15% SP reduction, respectively. As for the books, well, the idea behind it was that, if you carry them on your person, then they inhibit your abilities in some way. Having a thick book always on hand instead of tucked away in a pack can be pretty restrictive.

To answer your concerns about the proving would be delving into the mental states of some of the characters, which is actually what the story is going to do eventually, so I can't really respond to those point, sorry. I will say that they are, in fact, good points you're bringing up.


More Soul Sunder stuff here:

I doubled checked the dialogue for that conversation (it's been years!), and no, Arya was not a chosen one. Being the SISTER of the chosen one, she was close enough to Alex's presence that caused confusion with the Terminus Gate, and some powers were given to Arya as well, but not enough to really do something about the state of the world. Alex was just unlucky in that he was sucked into the Terminus Gate before he was able to handle all that Miasma at once.

Even then, the Fog in PotF wasn't the state of the world Prophecy had intended. Purgatory wasn't meant to happen, as it was a reaction to the events of the Childhood Arc. If Arya hadn't gone down there, Orias wouldn't be destroyed, Soul Sunder would never have happened, and PotF would never happen. For reference, you can check the bad ending of the childhood arc and see how different events would have played out.


Yeah, there were better ways to convey that in Soul Sunder, but I like to think I'm a little better at storytelling now than I was about three years ago.
author=argh
The battle system looks more complicated than most RPG Maker games while still being pretty easy to understand. I like that SP affects defense; that adds an extra layer of consideration to blowing all of it on powerful skills.

I think that this is because the battle system isn't really very complex, rather it has a lot of depth. Medium complexity/high depth is what I think describes it best.

Anyway, as far as the proving goes, I'm strongly in the camp of it being an inefficient system. One reason being that the participants have already gone trough an elite soldier training when they are pitted against each other in a death match. That said, they do get very good training (for sanity's sake I'm going to assume "worth 50 soldiers" is an exaggeration) and I can imagine someone higher up vastly over-crediting their combat prowess to the proving.
Woo, I finished! Technical stuff:


-Piercing Light description says "Damage enemies and removes Miasma Charge." For consistent verb tense, that should be "Damages"
-Amalie scene in power wing 1F: "I don't care about others as individuals, but I care enough that meaningless death for an uncaring King is enough to piss me off" -- sounds awkwardly worded to me, like too much information is being crammed in one sentence. I had to read it again a few times to really understand it.
-And what Amalie says afterwards seems to be pure thought, but there's nothing to imply she doesn't say it out loud? Confusing. Most games use parentheses or italics, etc., to distinguish thought and speech.
-If you highlight "Passive" on Amalie's skill menu, then use Q/W to switch to Aeyr, and then try to move the cursor, you get a NoMethodError crash (command line 74).
-The NPC in Honelleth who tells you to use attack items on casters seems to have some redundancy -- the first and third messages convey the same information (that casters have high SP and low HP).
-When meeting Luke, Mia says "t-thank you" -- formatting the stutter like that seems odd, since the first phoneme is "th" not "t".
-In the next cutscene: "His posture changed, as well; He shifted..." That "He" shouldn't be capitalized.
-Amalie is capable of being in both the item shop and inn at the same time, it seems? She also has the same "Enjoy your date, you two" message even after Mia leaves.
-In the battle against 2 archers + brawler, Mia triggered the bralwer's counter after the archers had fallen. The counterattack knocked her out... at which point the game gave me a NoMethodError (line 1021 in YEA Battle Command List) and crashed.
-There's no notification of Mia's Unbroken removal like there was with Aeyr.
-Cutscene in Luke's house: "...must be dispatched here to dispose it before..." Every other time I've seen that phrase in writing, it's been "dispose of it".
-Scene at the fork in the road on the return trip: Amalie capitalizes "kid" when referring to Luke
-Very minor nitpick, but if you try to enter the valley on the return trip through the woods, Amalie will give the same "Did I not just finish explaining..." message even though it's been a while since that point.
-"...that I would not wish upon my more hated enemies." Sounds a bit awkward, usually that phrase is "most hated".
-You can walk over the northernmost ooze rock in Mia's camp.
-Same for the oozing rock in the third screen of the monster-infested part of the valley.
-Trying to reenter the wide path after examining it will make Parker tell you something, but his portrait doesn't appear.
-Trying to return to the camp after Parker falls doesn't produce a "we can't go this way" message, you just can't go that way.
-When Amalie reached level 17, her Psyche was highlighted green even though it didn't increase.
-"You actually started fighting before even thinking about what you're doing?!" -- that should probably be "you were", for verb tense agreement.
-After the Vance fight, one of the knights' dialogue is presented in script format ("Knight: P-Paladin Vance...") instead of using a title.
-The game doesn't return to the title screen after the completion message?


Running commentary:

-Counteracting Amalie's high level with crippling passives is clever. It gets across that she's way more experienced without making her a gamebreaker.
-How do miasma vials have monetary value if they have no practical value? Can people research them, or are they just used as currency for the sake of it?
-Ooh, Miasma Charge is a much bigger deal now. That's also consistent with the state of the world getting worse. Neat.
-Counter Stance seems a little gamebreaking -- it's pretty easy for me to end battles with barely a scratch if I'm patient. I imagine that could change if magical attacks become more common, though.
-Oh, Mia's hair is dyed! I didn't think anything of it initially. I've watched too much anime.
-How did Luke fix the lock so quickly? :p
-I'm guessing Amalie can no longer communicate telephatically. Really interested to learn what her deal is.
-I really like that you're having characters react to killing people. The lack of that humanity is something that really bothered me in another RPG I played recently (A Very Long Rope to the Top of the Sky).
-Ooh, you write out "okay"! That pleases me. Writing it as "ok" is a pet peeve of mine.
-Aw, Mia does have a crush on Aeyr? As an aromantic person who really likes platonic male/female friendships that makes me a bit disappointed, but given how gritty this game is I'm sure the standard love interest plotline will get derailed.
-"That is not a very tactful or gracious question to ask of any woman." oh noooo Why would this be a thing in an egalitarian socety? This is an issue in our society because women are seen to have little value outside of their youth, beauty, and fertility, so old women are seen as less useful and asking a woman's age could potentially be forcing her to devalue herself. In a society where women are allowed to be fighters and enter men's professions, I'm having trouble seeing it as a women's issue specifically.
-Ooh now Aeyr's bringing up that Amalie could have talked to the manna! Good protagonist, paying attention to things.
-How is it so easy for her hair to hide that? Wouldn't it be blown aside during fighting and stuff?
-Oh no, Amalie got another negative passive? She's really becoming a punching bag.
-Wow, Concentration makes Mia really awesome. Most battles are ending in the first or second round.
-The tutorial section could use an explanation for what "Guard Break" means, it took me a while to figure it out.
-Mia gives Parker a TOURNIQUET? Doesn't that pretty much ensure the limb dies? That seems excessive! And if it was necessary at all, he'd have already bled out by now. A splint or sling seems more appropriate.
-Oh, so that's why they need to able to kill humans. Still not sure how they can afford such a luxury, but it makes more sense now.

That was a really intriguing and intense ending to the prologue! I'm a bit disappointed that Mia's was so much shorter, but it places her in an interesting situation that promises evolution and character growth. I'm really excited to see what happens next.

I think that this is because the battle system isn't really very complex, rather it has a lot of depth. Medium complexity/high depth is what I think describes it best.


Yes, I suppose that's true. I did tend to settle into a holding pattern most of the time, but there are a lot of factors to consider. I do think battles are a bit too slow to start with since you need to wear down the enemy's stamina to do real damage, but both the protagonists have stamina-damaging moves to help with that. Lightning Moment ignoring stamina really greases the wheels, too.
Red_Nova
The all around prick
7478
Counter Stance seems a little gamebreaking -- it's pretty easy for me to end battles with barely a scratch if I'm patient. I imagine that could change if magical attacks become more common, though.

Yeah, good observation. Patience is the key factor, though. The game was designed around discouraging mindless button mashing and rewarding patience and strategy, so it made sense to have Counter Stance the way it is. Besides, since it dissipates after one hit. I felt like it was a decent tradeoff for blocking one hit. I probably also need to have enemies (particularly humanoid enemies) use attack items as well, as they can break Counter Stance.

-How do miasma vials have monetary value if they have no practical value? Can people research them, or are they just used as currency for the sake of it?

You're right. It's for research value.

That is not a very tactful or gracious question to ask of any woman." oh noooo Why would this be a thing in an egalitarian socety? This is an issue in our society because women are seen to have little value outside of their youth, beauty, and fertility, so old women are seen as less useful and asking a woman's age could potentially be forcing her to devalue herself. In a society where women are allowed to be fighters and enter men's professions, I'm having trouble seeing it as a women's issue specifically.

Amalie is actually quite sensitive about her age for reasons explained later, so she deflected Aeyr's question. Even if she wasn't, I don't see how her reasoning is an issue here. Much like you shouldn't ask if a woman is pregnant, or a coworker their salary, there are certain minefield topics that are better left unexplored for various reasons, especially if there's no reason for wanting this info outside of idle curiosity. Amalie couldn't do the same thing later when asked about the lack of communication with Manna, so it was best to come clean then. She saw no reason to reveal her age to Aeyr, though, so she didn't.

If it bothers enough people, I'll go back and edit the reasoning behind Amalie's deflection. For now, I don't see the issue.

How is it so easy for her hair to hide that? Wouldn't it be blown aside during fighting and stuff?

I don't think anyone would be staring at Amalie if they were in the middle of a fight, haha. They'd be concentrating on the enemy right in front of them. Since she usually travels alone, not too many people pick on it.

-The tutorial section could use an explanation for what "Guard Break" means, it took me a while to figure it out.

Hm, I was certain that it would be explanatory enough at the beginning when Sonic Fist is the only Drive Aeyr has, and the tag would be enough of an indication. Guess not.

That was a really intriguing and intense ending to the prologue! I'm a bit disappointed that Mia's was so much shorter, but it places her in an interesting situation that promises evolution and character growth. I'm really excited to see what happens next.

Thanks! I'm so glad you liked it!

Yes, I suppose that's true. I did tend to settle into a holding pattern most of the time, but there are a lot of factors to consider. I do think battles are a bit too slow to start with since you need to wear down the enemy's stamina to do real damage, but both the protagonists have stamina-damaging moves to help with that. Lightning Moment ignoring stamina really greases the wheels, too.

Considering how different the game works compared to default RM battle systems, I felt that slower-paced battles at the beginning where mechanics were layered on one at a time were necessary. I wanted to really stress how important stamina management was and make sure players understood it before adding party members, attack items, etc. A slow but ever growing pace is a small price to pay if the alternative is dumping a load of intricacies on the player and having little to none of them stick while they flounder around getting killed while they try to figure out what's going on.
zDS
Besr Richard Slayer
4616
I thought the battles were a bit slow at first as well, but as it went on I realized that helped the game and really helped the player grasp the mechanics. And I felt if you did good, the battles went by fast, and that was satisfying.
Amalie is actually quite sensitive about her age for reasons explained later, so she deflected Aeyr's question.


Her deflection is general, though -- she says it's disrespectful to ask of "any woman". (That also makes it unclear if this is a personal thing and she's using a socially acceptable excuse as a deflection or if this is a ~women are so mysterious and unreasonable~ thing -- from prior experience with your storytelling I know that's probably not your intention, but far too many artists play that straight, so it could confuse newcomers.) That's what's weird to me; while it's true that asking someone's age is a personal question they may not want to answer, I don't see why women would be singled out for that in an egalitarian society. They're singled out for it in ours, but that's for specific reasons that don't seem to exist in this world. A more gender-neutral admonishment like "ungracious to ask of anyone" or "ungracious to ask of your superior/elder" seems more fitting, given what we know of the setting.
That explain where the annoying gimmick where videogames would list the weight of men, but not women, comes from. This becomes extra idiotic if there's 6+ of them and all of them refuses to tell. Well, you learn something new every day.
author=argh
Amalie is actually quite sensitive about her age for reasons explained later, so she deflected Aeyr's question.
Her deflection is general, though -- she says it's disrespectful to ask of "any woman". (That also makes it unclear if this is a personal thing and she's using a socially acceptable excuse as a deflection or if this is a ~women are so mysterious and unreasonable~ thing -- from prior experience with your storytelling I know that's probably not your intention, but far too many artists play that straight, so it could confuse newcomers.) That's what's weird to me; while it's true that asking someone's age is a personal question they may not want to answer, I don't see why women would be singled out for that in an egalitarian society. They're singled out for it in ours, but that's for specific reasons that don't seem to exist in this world. A more gender-neutral admonishment like "ungracious to ask of anyone" or "ungracious to ask of your superior/elder" seems more fitting, given what we know of the setting.

Whoops! Spoiled the Post-Hill Climb convo!

I sort of got that "this is a personal thing and she's using a socially acceptable excuse as a deflection", 'cause she doesn't know what children are! That implies things about Manna biology... Or possibly Manna families or something, like every Manna is born fully adult due to being connected to the Manna hivemind or something.


Also, even in an egali. society, men and women are different and held to different standards or something due to the bits of socialness that comes from differing biologies? ... How egali is Asala and Honneleth?

Red_Nova, should I post my notes so you don't get repeats? 'Cause I'm seeing repeats between argh's notes and my notes...

Guys... Does RMN have an Onlineness indicator?
Red_Nova
The all around prick
7478
author=argh
Her deflection is general, though -- she says it's disrespectful to ask of "any woman". (That also makes it unclear if this is a personal thing and she's using a socially acceptable excuse as a deflection or if this is a ~women are so mysterious and unreasonable~ thing -- from prior experience with your storytelling I know that's probably not your intention, but far too many artists play that straight, so it could confuse newcomers.) That's what's weird to me; while it's true that asking someone's age is a personal question they may not want to answer, I don't see why women would be singled out for that in an egalitarian society. They're singled out for it in ours, but that's for specific reasons that don't seem to exist in this world. A more gender-neutral admonishment like "ungracious to ask of anyone" or "ungracious to ask of your superior/elder" seems more fitting, given what we know of the setting.

Ah, okay. I think I see what you're getting at now. Thanks for clarifying. However, I feel like the gender-neutral alternatives are even more confusing and odd-sounding to newcomers, and would cast more suspicion on Amalie and whatever secrets she holds than intended (as if this conversation hasn't done enough of that already XD)

I feel like this is blowing up into a bigger issue than it really needs to be. Notice how, in the character's tab, Amalie is the only person who's age is withheld. Players who pay attention to that will be suspicious enough of Amalie' true motives, and players who aren't can write it off as the socially acceptable excuse to get out of a topic she isn't comfortable talking about.


author=Malandy
How egali is Asala and Honneleth?

That's a good question, actually. In truth, I've never been interested in making any serious statement about gender roles in PotF (or any of my games for that matter). My mentality has always been: "If a woman is physically capable of doing a thing, she can do it. Full stop. No 'woman doing a man's job' mentality from the man, no 'Patriarchy ain't holding ME back' mentality from the woman, and no "ALL GENDERS ARE EQUAL AND DON'T SAY OTHERWISE' mentality from anyone. If she wants to do it, and she can do it, then she's doing it." That mentality is the same across all nations and all peoples in the game's worlds.

That being said, more intimate topics like a woman's age are a bit different, as they go beyond the basic physical capabilities. Give a woman a sword and she will stand strong and fight with the rest of them, but ask her her age and you probably will get a "that's none of your business" look. It's got nothing to do with being seen as less desirable or whatever, it's just that: none of your business. There's plenty of other examples that can be applied to both genders.

author=Malandy
Red_Nova, should I post my notes so you don't get repeats? 'Cause I'm seeing repeats between argh's notes and my notes...

Please don't. Not only would that not be very effective at stopping people from posting their opinion if they want to, repeated points are actually very helpful for me. The wider range of people agreeing/disagreeing on specific points, the more likely it's truly an issue that needs to be addressed and less one person's opinion on a matter.

On that note, seeing as how this was never brought up during testing (from a group comprising of men and women, mind you), and after being told through PM that there was no need to change the dialogue, I still feel that it's not necessary to change it. I've reached out to a few others and will wait for their input on the matter, be it here or PM.
but ask her her age and you probably will get a "that's none of your business" look. It's got nothing to do with being seen as less desirable or whatever, it's just that: none of your business.

But would a man have the same reaction? If not, what accounts for the difference?

I mean, you're right that this isn't a terribly big deal -- most people don't even notice, as you've seen. I'm only nitpicking this because "never ask a lady her age" is a thing in our world. I'm a bit of a worldbuilding junkie and I've noticed that sometimes, authors include social norms and phrases from the real world simply because they're used to it and see it as normal -- without considering if it's something that makes sense in their constructed world. So when I see something like that, I don't know if it's telling me something about the world or simply telling me something about the author's own social norms. In this case it is pretty clear that the gist is simply "Amalie doesn't want to tell him", but it's interesting to me to know the wider social implications of her using that excuse in particular. (If we also saw a man use the exact same excuse it would be clear she was just referring to herself and not trying to say "only women are bothered by this", but a sample size of one does lead to ambiguities.)
author=Red_Nova
author=Malandy
Red_Nova, should I post my notes so you don't get repeats? 'Cause I'm seeing repeats between argh's notes and my notes...
Please don't. Not only would that not be very effective at stopping people from posting their opinion if they want to, repeated points are actually very helpful for me. The wider range of people agreeing/disagreeing on specific points, the more likely it's truly an issue that needs to be addressed and less one person's opinion on a matter.

*nods* ... But what about the technical stuff? ... Well, some of that could be opiniony, and for this vers, argh got all of it?

author=argh
-When Amalie reached level 17, her Psyche was highlighted green even though it didn't increase.

Oooh! Intriguing! ... Are stats not handled as integers?

EDIT:

Okay, if she levels up in the Hill, her Psyche increases to 21, but not if she levels up in Mia's Prologue Final Battle?

And Amalie's Psyche is 19 in Mia's Prologue, but 20 in Hill Zone during Aeyr's prologue? Then again, she's under a lot of stress and stuff. ... OH! Weary Soul! Prologue end is the only time we get to see Amalie's new Passives! *facepalm for self?*

... Nevermind, Weary's not new. ... But it might have been made worse?? The new one is Wounded.


Perhaps give saves to compare? ... Forgot to account for clothing, for some things...

***

Okay, I can't Concentrate even though I used it on the previous Turn.

Can Concentrate only be used if it's not already active? ... I carried over a Concentrate from the previous turn, and wasted it on a Crescent Kick, 'cause I stopped Concentrating after the Kick. Is that supposed to happen?

***

Hornet A and Unformed Sprout have switched names in the Leap Down Encounter.

***

OMG! OHKO for Hornet Swarm!

Concentrated Mia Lighting Burst!


***

Okay, so everything is limited to a 10-stack, not just First Aid Kits. Wish I knew that before? ... I remember you telling me that... But I can't find where??
Regarding Amalie's age, couldn't she just deflect it with "That's kind of a personal question" or something along those lines? Or maybe something about how that's irrelevant to the situation at hand - after all, the scene occurs ar a time when they're making their way back as fast as possible.


I don't think the stack maximum is mentioned at any point in game, is it?
Red_Nova
The all around prick
7478
Seems like more people are bothered by this than not, so I'll go back in and try to find a happy medium. Thanks for the feedback, everyone!
author=Red_Nova
Seems like more people are bothered by this than not, so I'll go back in and try to find a happy medium. Thanks for the feedback, everyone!


Hmm... 'Bothered' wouldn't be the word I'd use? It's just that argh brought it up, so we're discussing it, and Ell1e decided to offer some alternatives? ... Unless you got mailed about this too? *shrugs*
Marrend
Guardian Angel of the Description Thread
17370
I can image Amalie doing something to the effect of...

I'm going to pretend you didn't ask that.

...this, or something like it, in response to being asked her age? I dunno. Just thought I should give a suggestion.

*Edit: For what it's worth, I wasn't necessarily bothered by her response.
Yes, to clarify things, I wasn't bothered by Amalie's comment, although I definitely see why argh might be. Since you said that it would look weird if Amalie's answer was gender-neutral, I came up with those other options.


Things that do bother me but that I'll admit will probably be resolved later:
(Huge spoilers for the ending of the prologue, you have been warned)

The knights seem to take it for granted that Aeyr is now evil and controlled and the only thing they can do is kill him, to the point where they completely refuse to hear him out. I'm guessing they're afraid of the prophecy and they expected him to turn into the Revenant for a long time now, so they've already made up their minds, but it looks like an uphill-battle for Aeyr.

- Meanwhile, things are going unbelievably smooth for Mia. The villagers love her, Paladin Jerkface has stepped down and everybody is going to follow her lead, reinforcing all the naive ideals she holds. Again, I'm reasonably sure that this is not going to last, but it still felt weird.

- Finally, Revenant-Aeyrs battle face, because seriously, that grin is scary as hell. :D
author=Ell1e
Revenant

I guessed that all Revenants are like that, so they can't tell the difference between a Miasma-controlled Revenant and a self-willed Revenant. 'Cause hey, if you can make a friendly enemy to make it harder for your enemies to attack, why wouldn't you?

And Aeyr missed on that fact 'cause he wasn't paying attention during lessons.
Red_Nova
The all around prick
7478
author=Malandy
Hmm... 'Bothered' wouldn't be the word I'd use? It's just that argh brought it up, so we're discussing it, and Ell1e decided to offer some alternatives? ... Unless you got mailed about this too? *shrugs*

Actually, the PMs were in the "There's nothing really wrong with this line" territory. What prompted me to take another look at the line was the fact that more people in general were offering suggestions than saying the line was fine as is. That tells me that I could have handled that particular moment better, be it in worldbuilding or staying better within Amalie's character.

Regarding Revenants, there was an NPC in Asala's Knowledge Wing (west wing of the castle) that gives a brief summary that a Revenant is a mindless killing machine. So this is common knowledge among Asalan Knights. In the heat of the moment, when the lives of you and your allies may hinge upon a split second decision to fight or not... well, you're right in that it's going to be quite the uphill battle for him.

Regarding Mia, well, everything going swimmingly doesn't make for an interesting story, does it?

Finally, Revenant-Aeyrs battle face, because seriously, that grin is scary as hell. :D

:D