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Announcement

Reference Guide is Available!

So as requested, and after taking the most common questions/concerns that I could find into account, the Reference Guide tab is now available for anyone who needs a quick reminder of how battles in PotF work. If you have any question that haven't been covered in the tab, please don't hesitate to let me know and I'll do my best to answer them!

I've given the help tab discussion some thought, and eventually came to a conclusion that led me to writing this up: There's nothing wrong with reminding players of the absolute basics of a game. Sometimes, especially if you come back to the game after some time has passed (such as the release of the next section of the story), you'd like a reminder of the basics without having to go through the tutorial areas again. So as long as I stick to the basics of gameplay and not flat out describe how to beat certain enemies/areas, then there is no "failure" as a designer to adequately explain how to beat their games.

Of course, I'm probably worrying too much about the subject. If there's even one person who finds the guide helpful, then I'll call it a smashing success!

It's worth noting that, as the game progresses and certain aspects of the game are tweaked, the reference guide may be updated accordingly. For instance: the formula for Guard Break attacks has already been changed from the current download, but the Reference Guide will not reflect that since the available build does not have that updated formula. Don't worry, I'll make sure to let you know of any serious changes when the next build is released, and any minor changes in the patch notes.

My end goal is to create a codex to include all this information and more for players to access in-game so the reference guide won't even be necessary. Until I take the time to actually write the script, a hints tab will have to suffice.



... I've lost control over my own life. You made me write up this guide to help players. This is your fault! YOU MADE ME DO THIS!

Game Design

Grinding's Final Hours and Harnessing the Power of Foes

Holy crap it's been a year since the gamepage was first made public?! I should have planned something special, like a tearful thank you post or an in-depth progress report on the whole game. Instead I made a promise to talk about a party member in the last blog and now I have to follow through on that. Whoops.

Well, for this totally NOT improvised at all anniversary update, I feel it's most appropriate to talk about a fix to one of the biggest issues the game had since it's initial conception! So how about we do that first?

By far the biggest problem I've faced with this game is to try and balance the feeling of survival with the growth elements of an RPG. The aim was to have every fight be tense, and how player skill and abilities factored into your success rather than levels and high damage numbers. Now, finally, I've figured out a simple solution:

EXP Decay


Amalie's too experienced to learn anything from these chumps!

After a character reaches a certain level, the experience they accumulate will begin to diminish. This means that grinding for levels becomes such a tedious task that players are highly discouraged from doing so.

Not only does this mean that you can't become OP via grinding, but this also comes with the added bonus of giving players a general idea of how much progress they should be making. Due to the linear nature of the story progression, it's possible to accidentally start in a high level area after you've cleared a chapter, and be severely underleveled while being unable to get stronger.

Here's how it works:

Every enemy is given a level, just like your party members. When a battle starts against a group of enemies, the enemy group's level is created by taking the average of the levels of every enemy in said group. After a battle is won, the troop's level is divided by each party member's level to create a modifier decimal, which is then multiplied by the amount of exp they would have normally gotten.

Take a battle in the prologue for example:



Two Savage Wolves. They are both level 6, so that's their troop level. Aeyr is level 4, while Amalie is level 16. After winning the fight, here is the experience awarded:



Aeyr gets the full experience amount normally awarded, while Amalie only gets a fraction of that, as 6/16 = 0.37, and 0.37* 100 = 37.

For those that did the math in their head and realized that Aeyr's experience modifier should be different, that's because, as of right now at least, the experience modifier doesn't go past 100%. You either get the full amount, or you get less. This can be changed in the future, but for now, I feel it encourages you to fight and level up even if you're afraid to because of lacking resources or whatever, which is part of the tension of the survival elements.


So there we go. The biggest potential problem with the gameplay I've had since the game began development has been solved. To get through this game, you have no choice but to learn the mechanics and the characters.

In other words: git gud.


New Party Member: Trill



I've talked about her a few times before, but it was mainly just visual teasers. Now, I'm going into a little more depth about her and why her fighting style is one of my favorites. I would go more into her personality, but seeing as her dialogue isn't implemented into the game yet (it's all written, though), I think I'll leave that for you to see for yourself.

Unlike Amalie, Trill is in full control of her innate powers as a Manna. This means that she can utilize the Miasma around her to use abilities typically reserved for Miasma Monsters. As mentioned before, Trill can use Miasma Charge to, just like monsters, acquire HP/SP regen, Critical Hit chance, boosted Strength and Tech, and alter Drives to be even more potent than before.

Trill's Burst Drives are acquired by drawing Miasma from the environment around her , meaning that her abilities will change via location. They are mostly supportive abilities, but a few attacks are sprinkled in here and there. Again, it varies by location.



One thing that's common among all her Burst Drives, though, is that they become stronger or add new effects if Trill uses them while Miasma Charged. See above for example. You can immediately add two Armor buff stacks in one turn if Trill is charged, which is a pretty big deal if you're facing an enemy with high offense.

"Wow. This sounds OP as heck. If all this is true, then you would certainly want to always keep her charged right? I mean, HP/SP Regen? Higher Strength/Tech? AND Boosts her Drives to be even better than before? Why WOULDN'T you always keep it on?"

Here's the thing: While Charged, Trill essentially becomes a beacon of Miasma, and suddenly becomes the prime target of all enemies. So everyone will want a piece of Trill for their own. And remember: Trill is a Manna. Her physical offense and defense is very low. Charging with poor timing will result in her getting destroyed very easily. Then you'll have to waste a precious revival item to bring her back.

Coding Trill has been a real blast, as her fighting style treads new ground both for new players and Soul Sunder vets. Until Trill joins your party, players should always be wary whenever Miasma Charge pops up on the field. Well, it should STILL be tense when an enemy charges up, but to finally have that kind of power under your control is exciting and should raise many questions about the Manna and what kind of people they are.


That's all for this blog! Thanks so much for reading, and a huge thanks for keeping the interest up for PotF for over a year, and here's hoping to continue that excitement as development progresses!

Progress Report

Expanding the Framework and Overhauling Character Roles

Yikes, my blogging game has gotten pretty weak, hasn't it? Let's fix that.

Despite what the lack of tangible progress reports may indicate, work on PotF has been pretty consistent. It's just that the progress has almost all been in back door fields that don't make for interesting blog content (unless you think Word documents and database entries are interesting) and so I've been rather silent save for mini updates on Twitter.

However, it has been a month, and some sort of substantial update is overdue, so here I am.

90% of my work has been, as stated before, in back door fields. By far the most time and effort spent last month was laying out the story point-by-point. Sure, I knew what was going to happen and when before, but it wasn't until I started writing an actual synopsis (which, including just the absolute vital points to the story, just touched 11,000 words!) that I caught minor points and issues that needed addressing.

The biggest reason for laying the entire plot down to the specifics, though, is that just like Soul Sunder, PotF determines its ending based on the results of player actions instead of choices, so a lot of time needed to be spent making sure the criteria for each ending is a fair assessment of the way the player played as each character during their respective stories. This isn't something I can go back and change later for people who have files from future releases, so this needed to be right coming straight out of the gate. Just so there's no misunderstanding (and sorry if this breaks the immersion somewhat), your actions during the prologue were not judged in any way to determine the ending.

It's done, though, and now all that's left is to implement the listeners for these criteria before moving on to the dialogue proper. So yay!

*Side note: I would have been done quicker if I hadn't gotten carried away with writing optional skits. It'd be great to find a place to put them, but having the parties chat among themselves is so much fun!*

----------------------

There's been a fair amount done on the gameplay side, as well. Since the stat overhaul, a lot of previous strategies laid out for the characters became obsolete. Therefore, the rest of the cast needed to change accordingly. You may remember seeing a glimpse of Luke's abilities from a blog way back in December where he could demolish enemies due to his arsenal of magic attacks. Well, now his offensive capabilities have been pulled back a bit in favor of a wider variety of actions.


Frankly, I got bored to death of giving him every elemental spell, so this is his new loadout instead to encourage using other party members. He'll gain more abilities as he levels up, but his pool of spells should still have this kind of ratio.

Since Luke has no Drives anymore, his role as a nuke has been scaled back to only a few spells, and now includes more debuff and ailment-inflicting abilities. The lack of Drives meant his weapons also needed an overhaul, so changing his gear in battle focuses more on stats and resistances.

There's also been a tweak to the armor equip system, but I'm in more uncertain territory here. The idea behind the current system was giving the ability to have every character equip every piece of armor in order to allow you to create your own loadout. In practice, this became an absolute nightmare to test. Being a single individual with no ability to clone himself (yet), something had to be done, either by limiting the available armor or add in some restrictions if I ever wanted to make some semblance of progress within my lifetime. Currently, I'm playing around with a little bit of both.

Right now, I've changed the system so that not everyone can equip medium and heavy armor. Mia, for example can no longer equip heavy armor, so the Chain Mail you get in her prologue will have to be given to Amalie instead. The biggest issue holding me back from really delving deep into an equip overhaul was the fact that changing the system now will cause some issues with your save file if you've already played the current demo. For instance, there's already an issue with Mia and heavy armor if you (understandably) gave her Chain Mail during her prologue, but it's nothing game-breaking. Mia will still have the Chain Mail equipped, but will be unable to re-equip it if removed. However, I've been playing around with the idea of letting Relics be equipped in the same place as armor and removing the Relic slot entirely (sort of like Soul Sunder), but that has caused way more issues with a file if a character already has a Relic equipped.

Since I really don't want to force players to replay the demo over again for something so small, I think I'll leave it at the armor restrictions for now and just limit how much armor you can get. We'll see how this plays out during tests.

That's it for this blog! Sorry again for the lack of updates, but I hope this makes up for it. I'll talk a little more about the next party member in the next blog. For now, though, here's a little something that might pique your interest in her if you've played the demo:


What?! M-Miasma Charge?!

Announcement

The Full and Complete Prologue is Here!

So it is done. After testing, tweaking, scrapping and overhauling large chunks, and fine tuning the smaller details, the full complete prologue for Prayer of the Faithless is ready for public release.

Huge, HUGE thanks to the testers who pointed out all sorts of issues to fix, and an extra huge thanks to MakioKuta for the video playthrough, which pointed out all sorts of little issues that a text document could never show.

So what's new in this version? Well, there's a lot. Frankly, there's too many to list. I'll just name the big ones:

- Mia's prologue has been added
- Redesigns for every single character
- Overhauled dialogue
- Overhauled stats for both allies and enemies
- New skit points
- More tutorials

And a bunch of smaller additions that you can probably pick up on by checking out the updated screenshots.

Let me know if you have any issues or concerns. Otherwise, I hope you enjoy the new prologue! Thanks so much for playing!

*dies*

Request

Looking for beta testers

So far, things are looking to stay on track for a release this month. The art is done save for a few tiles and bust expressions, the dialogue needs a little editing before being added in, and the new battles have been designed and implemented. The biggest hurdle now is getting past the polishing phase. Not just for Mia's prologue, but for the game as a whole.

At this point, though I'm feeling more confident about getting this build ready for testing. I'm gonna try and crunch out a beta build of the complete prologue by exactly a week from now. This time, though, I want to send this out to more testers to get a wider range of feedback. unity and NeverSilent have done consistently fantastic work so far, and they will definitely get a build (if they have the time/inclination of course), but I'm particularly interested in how someone who hasn't had as much contact with the game as them feels about both the gameplay and the story.

I'll need people who can look for bugs, talk about balancing issues, and give input on the story and characters. Heck, even a stream-of-consciousness to let me know what you're thinking about when playing would be fantastic. Any or all of these would be very helpful. I'm gonna stick my neck out here by saying if you tried previous versions in the past and quit because it felt too unfair or too confusing or for similar reasons, you're exactly the kind of person I'm looking for. But really, anyone interested in testing is fair game.
There has been a lot of changes made to the game, and I'm hoping it will do a better job of getting the players settled to the game.

I would like to have the prologue released sometime this month, so testers can expect a build sometime in the week of the 23rd, and I'm hoping to have all the feedback in by the 28th to be able to make adjustments as needed.

Let me know either here or via PM if you're interested in beta testing. And of course you'll be added to the testers list.

Thanks so much for reading!

Progress Report

Let the Graphical Overhaul Commence!

After countless hours of studying, sketching, scrapping, and revising, I'm happy to say that all of the characters, playable or no, have finally been redesigned, and the portraits of the first three party members have been completed.

Without further ado, and with the old art below them for a better side-by-side comparison, meet the new Aeyr, Mia, and Amalie:



As you can see, they look sliiiightly different than they did before. Aeyr's and Mia's alternate outfits are also done too, but they are significantly less interesting than their defaults.

In addition, here is the new sprite style that will accompany these new character portraits:


This is the entire playable cast, so there are some you don't recognize since I haven't talked about them. But yeah. This is everyone.

And that's the new art direction for the characters. All that's left now is to shade everyone the same way that these three have, including dialogue busts, and the art for the main characters will be completely done. Of course, there are obviously still the NPCs and tiles to sprite, and I'll go back and make some adjustments as needed, but the art overhaul is almost over. Yaaaay!

That's not to say that all of my time has been spent on art, though. I've been setting aside about an hour every night after schoolwork is done to write a more proper synopsis of the storyline, rather than the bullet point collection that it was before. I pace myself by writing about 1000 words a day, and am about a third of the way through the whole plot. Forcing out words like this has been amazing for creativity and brings out some interesting plot points and world lore that I hadn't thought of originally, and I encourage anyone else out there struggling with writing to try it for their own projects.

So while the new prologue won't be out this month, the art certainly will be finished, and I'm confident next month everything will be ready. I can see the light on the other side of the tunnel, everyone! Between this new art style and the expanded plot, I'm gonna hit the ground running when it finally comes time to return to the editor. I won't lie: While I'm enjoying every moment of working on the art, I think I'll be ready for when it's time to get back into development of the game proper.

Thanks for sticking around while I slave away over the tablet for the past month! Now that the end is in sight, what do you think of the results?

Game Design

Stats, Stories, and Accessibility

Once again, I'd like to sincerely apologize for taking down the demo. I'm usually good about keeping it up for those that want to play it. I hope by the end of this blog, you understand a little more why I did.

First off, I'm starting to think my self-set deadline for later this month may be stretching it for two reasons: The first is that I've decided to take care of ALL the art at once, meaning I'm gonna sketch, ink, and color all the character portraits instead of doing it on an "as needed" basis to help with consistency and to prevent from having to switch thought processes too many times during development (shoutouts to Housekeeping for unintentionally teaching me that in his latest blog!). Just as a disclaimer, the art you see in the screenshots isn't the final art. Just their lines and flat colors. I had to put together the incomplete art for a presentation to my game design professor yesterday.

The second is that replaying the entire game for the first time after Strawman and the Swap Event made me realize there were a few fundamental mistakes the game made, leading to a change of heart about the approach to gameplay. So a lot of things have been/will be completely overhauled.

Like, a lot of things.

As in, this is hardly the same game anymore.

So what exactly did I have a change of heart about? Well, I think it can mostly be summed up in this one shot of the Camp Menu. Specifically, take a close look at Amalie:


Wut. What happened to Amalie? She got swole?!

Change #1: Conveyance Through Gameplay

The stats of every character have been revamped to fit more into their personalities.

Somewhere along the development process, I got so engrossed in making a game that I actually forgot why I enjoy making games in the first place: to tell a story supported by gameplay as opposed to a game with a story slapped on it. Amalie was always supposed to start out at a higher level than Aeyr and Mia, but take her into battle and she can get slaughtered just as easily as either of them. She's an experienced Paladin who is used to moving on her own, so having this situation occur was unacceptable to me.

So her initial level is now 16, as opposed to 8 in the old demo.

Amalie can now endure a lot more damage than anyone else in the party, and so her role as the party's tank will be that much more vital, as both enemies and Amalie's Drive costs have been rebalanced to accommodate her newfound strength.

This change serves two major purposes: The first one is to establish Amalie as a parallel character to give you a sense of how strong you will become later in the game after you level up some, and considering Amalie's naturally weak physical capabilities mean that once Aeyr, Mia, and the rest of the human cast hit that level, they'll be decently stronger than her.

So does this mean that the prologue is now stupidly easy and you can breeze through it? Absolutely not! Try to spam Amalie's attack despite having more Strength than any other party member will still get you killed, as the weaknesses and resistances of enemies still come into play.

And that's the second purpose the change serves: It delivers the subtle message to players that you cannot win with levels alone. You need to understand the party member's abilities and plan your strategy around them.

The challenge of the original demo is still there, however, you are given some extra leeway to make small mistakes without being nearly wiped out or use a precious First Aid Kit. This leads into what I've now come to see as PotF biggest hurdle:

Change #2: Accessibility

*sigh*

I'm sorry.

Really, I am.

You all kept telling me to do it, and I should have listened. For that, I can never apologize enough. However, I hope this next screenshot will be worth more than a thousand "I'm sorry" messages that I would have otherwise written.

Are you ready?

Brace yourselves, people. Here it is:



*Squints* Is that... wait... is that an ACTUAL TUTORIAL MESSAGE?! Nova finally learned how to make a tutorial?!!!??!?! OH MAI GAAAAAAAAAAAAAWD!!!

This is no belated April Fools joke. This is actually happening. In addition to the new stat overhaul allowing for more tolerance of mistakes, there will now be more tutorial points that flat out tell you how the damn game works.

A temporary immersion break is infinitely more acceptable than overly frustrating and confusing players, potentially leading to them giving up before the game really begins.

Prayer of the Faithless is still going to be a tough challenge. However, it's on me to make sure players know exactly what they're doing before ramping up that challenge. Despite all the complaints I've gotten about not knowing how certain mechanics work, I kept trying to skirt the problem by adding in workaround solutions to try and teach players.

I'm still gonna try to subtly teach players as many mechanics as I can, but I realize that sometimes you just need to have a big black box tell you "Hey, press this key to do this" to save yourself precious time and frustration.

Do you want me to orz? 'Cause I'll orz. I'll orz for so long that birds can build a nest on my head and raise their young. I'll orz for so long that my hands and knees will fuse with the earth, turning me into a human table. I'll orz for so long you would think I was a monk at a temple.

Change #3: Damage Types

Originally there were two basic types of damage. The first one was Physical, which is the attacker's Strength minus the target's Armor minus the target's Stamina. The second one was Magic, which was the attacker's Magic minus the target's Psyche that ignores SP.

There is now a third damage type: Technique. This is similar to the Physical formula, but it draws upon the attacker's Tech stat, which is the new name for the Magic stat as it now accounts for more than just magic, rather than Strength.

The biggest reason why this change was added was to give more use to the Magic stat for mostly non-magic characters like Mia, as well as allow more flexibility in the damage calculations and options players will have during battle.



In addition, all attack items now follow the Tech formula instead of Physical, while still ignoring enemy SP. Basic attacks and Drives still follow the Strength formula.

As an example, Mia, whose new stats turn her into a glass cannon with very high Strength and Tech but low Armor and Psyche, can switch between Physical and Technique abilities depending on the situation. In her Saboteur stance, her Burst Drives all follow the Tech formula. When she switches to Rush stance, her Burst Drives use the Physical formula. However, she can still make use of the Tech stat by chucking an item if she can finish off an enemy with one last big damage but doesn't have enough Stamina to use an ability.

So there we go. There's my thoughts on the new game's design philosophy. I would go into more about the character's new stats, but I think we've gone on long enough as it is. I hope you understand better now why the demo was taken down.

For those that have played the demo: Can you think of any mechanic that you felt wasn't explained very well due to lack of information? I'll listen this time, I promise.

orz

Progress Report

The Next Release, Arts, and a Question

You ever have one of those moments where a really obvious idea comes up, and you can't tell whether to be excited or question your basic cognitive skills that you didn't have that idea sooner? That's been my life for the past few weeks.

In the last blog, I posed a question, "Which story are you more interested in? Aeyr's or Mia's?" The response has been decidedly Mia's. NeverSilent pointed out that Aeyr has had enough spotlight, and it was time for Mia to step in and earn her place alongside Aeyr in carrying the story. This got me thinking, "Wait, the first part of Mia's campaign essentially sets up her goals and objectives. That's sorta of like a prologue, right? Maybe-ooooooooooooh."

"Hey, Prayer of the Faithless is an RPG with two protagonists. Right now, the prologue only follows one. How about you add in a prologue that follows the second MC? You know, actually take the time to set her up and treat her with the respect a main character deserves?"

So here's what gonna happen with the next release: Instead of releasing the first part of Aeyr's and Mia's campaign, I'm gonna slide Mia's first chapter back and set it next to the current build in order to deliver a complete prologue with both main characters. Seeing as the individual chapters for each campaign are shorter than the current prologue, Mia's introduction will take much less time to complete than Aeyr's.

I'm very busy with schoolwork so don't hold me to this (too tightly), but I'm gonna aim for Mia's prologue to be complete near the latter half of April.

The Arts:

While Mia's intro has been written (on paper) and most of the maps have been made, the focus of development right now has been primarily art. Remember in the last blog when I said I was redoing Aeyr's portrait and busts? Well, sorry, that was a typo. Let me correct that: I'm redrawing and redesigning everyone.

You've seen the concept art of Mia's new design, and I'm applying the same treatment to every playable protagonist in the game. I'm really interested in hearing your thoughts and feedback, so I'll put them up as media when I've gotten a few more concepts done that I'm happy with.

Between Housekeeping's latest blog and subsequent discussion on development processes, and the discussion/advice from the last blog here, I've learned that it's best not try to do everything at once. Switching between gameplay, story, and art every day or two can result in lots of inconsistencies with style and may require redoing prior work. To fight this, I'm gonna wait until I'm happy with the designs of every character, then do all the linework and coloring at once. Then the art will be done for good. No more making new arts on an "as needed," basis. This game is gonna take enough time as it is without redoing the same assets over and over again.


All that being said, I have a situation that I'd really like your input on:

I've been thinking about how I handle dialogue pictures. The more I think about it, the more I'm liking how unity handled them in Luxaren Allure. Focuing on the heads of the characters, but giving them a far wider range of expressions and poses. Since as PotF is, first and foremost, a character driven game, I think it's important that whatever decisions made for dialogue are made to bring forth the best characterization possible. However, making a range of expressions for busts would swamp me with far too much work for someone not proficient in art, frankly. I'd like to release this game within my lifetime, and making busts for everyone's individual expressions would add on too much dev time.

I mean, unless you like the idea of me working on games AFTER I die. It'd be kinda hard for me to hold a stylus when I'm a ghost. Not that I'd know.

So which format do you like better? Do you prefer the busts the way they are now? Or do you want to see those large, varied face sets in the same format as LA? Either way, the busts you see now are gonna be scrapped to account for the new designs of the characters, so I'd really appreciate your input on this.

Thanks!

Progress Report

I am a Coconut

Yep, you read that right. I am now a coconut. I say this because I let my bad habit of doing too many different things at once get the better of me again.

After the new prologue was released and received some super helpful feedback (thanks so much, by the way), I started my new semester at school. For this semester, I'm relearning Unity for one of my game dev courses, which means learning both an entirely new engine as well as C#. Plus, a couple of weeks ago, I went to the Global Game Jam, so that's 48 hours of crunch to get a game out. Fun huh? It sure meant that I couldn't work on this as much as I wanted to. But silly me, I kept trying.

You know what the first thing I thought to myself when I got back from grinding a game out over a weekend running on a collective 5 hours of sleep? "I'm gonna take a break from PotF and spend a week grinding out an entirely different project in RPG Maker." Add that spontaneous side trip on top of the stress of learning a new engine and some real life drama, what little energy I have left at the end of the day slowly drains away, melting my brain into a thick paste along with the rest of my insides, leaving only a shell of a body.

Hence my new life as a coconut. I make smart decisions on a regular basis.

But that's all over with now. The jam is done, the side project is done, and I'm super psyched to get back into Prayer of the Faithless. My new status as a tropical fruit is going to make game dev slightly harder, but I think I can manage. Just for you.

So what have I done that's actually worth talking about? Well, aside from some work on the game page (new description, CSS edits, etc.), the first few areas for both Aeyr's and Mia's stories are nearly finished, save for some placeholders. Things are progressing at a pretty steady pace, though again, there's been less and less time to work on it.

Out of curiosity, for those that have beaten the prologue and know where Aeyr and Mia are going, which story are you interested in seeing more? The next release is going to have both their stories at once, but I'm genuinely interested in your opinion on which story setup seems more interesting, or which character you want to see more.

On the artistic side of things, I'm redesigning Aeyr's portraits and busts. I've learned so much about anatomy and art now that I think Aeyr needs a serious overhaul. There's a recurring theme I noticed when making art for games: I always seem to do the main character first. Ordinarily, that's not a problem. However, as I'm both improving my art and deciding on the visual style for the characters, the rest of the cast ends up being very different from the main character, requiring me to go back and redo the first few pieces.

Here's line art of Aeyr's old and new Knight design for comparison, with the Revenant outfit coming later once I'm satisfied with his body type:


Maaaay have gone a little overboard with the evil grin. But man I like the evil grin.

As far as my totally untrained eyes can tell, Aeyr's proportions now match up pretty well with the others in style, so it doesn't look as jarring and out of place anymore. I may just end up giving this treatment to the rest of the cast if this new Aeyr clashes too badly with them.

That's all I had. Sorry. What else do you want from me? I'm just a coconut.

Announcement

New Prologue is here!

Here it is everyone! After a long, grueling month of learning pixeling and overhauling the visuals, the new prologue for Prayer of the Faithless has finally gone live!! Woohoo!!!

So what's new in this version? Is this just the same prologue that you've already played through once before? Well, I'm proud to say that there is more to see this time around. Like I said, the visuals are the biggest overhaul and I hope that it's enough to give it a unique look and feel to it. However, among other minor changes, there are now new and extended scenes with Mia. One of the biggest points of criticism before was how Mia was lacking depth and screentime. Since she's supposed to be one of the two points of view of the story, she needed to be set up well so that it isn't as jarring or annoying to start following her story.

While these scenes aren't supposed to CHANGE her character, I hope that they're enough to set up some more intrigue for her and make players more interested in following her story. Here are a couple of samples:





Nothing groundbreaking, but hopefully it's enough to entice a return to the game, yes? I hope so. Now, the rest of these changes are less prominent, but no less important:

- The Shop menu has been tweaked so that it doesn't looks like ass.
- Counter Stance no longer wears off over time, but can now be broken via magic or item attacks without risking damage to the party.
- A lot more enemies now utilize Counter Stance.
- Most enemies will now Miasma Charge once their health hits a certain threshold.
- Skill Lock system has been implemented, preventing spamming of Drives and Burst Drives.
- Enemy rebalancing.

Huge thanks to unity for the awesome custom battlers, battlebacks, and general support! You're awesome! Also, thanks to everyone in the screenshot topic for giving my n00biness some pointers and tutorials for how to make tiles (especially you, Joseph! That one small sentence about resizing tiles pretty much cut out 70% of the tedium of doing this! Thanks so much!)

Quick note in case anyone is curious: the game still needs the RTP to run, as there are still plenty of RTP animations and SE that have not been imported. Sorry, but in the interest of filesize, it's easier to do it this way.

Oh guess what? The voting period of Misaos has started, and I was quite surprised to see Prayer of the Faithless on the Most Promising Demo category! It's such an honor to see it there despite the massive flood of demos released this year! Thanks so much to whoever voted for it! Now that there's a download for this game again, I feel infinitely less guilty about it being on the list!

Well then, now that it's finally been released, suddenly, I feel very tired. Like, really, really tired. I think I'm gonna lie down for a little bit...

*dies*