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Announcement

No-RTP Version available! Currently working on an Update!

Ultimately, I'm going to make a version that doesn't need the RTP, but until I do that, here's something that isn't quite as huge to download. I'm not making it the main download, but you'll still find it downloads.

It's here.

Frogge and I are currently brainstorming an update. It will fix a lot of the problem the game has, include features we wanted to add but didn't have the time, and will add a new area, possibly more.

Thank you to our subscribers, and Frogge and I will continue working to improve Dry Fate!

Announcement

A New Update is Available!

The latest version of Dry Fate has a major change. It implements a map that couldn't be included in the previous versions. A bug had destroyed passability and a new chipset had to be put together. I'm very pleased to be able to restore the first half of the Sky Palace. Some minor fixes were also added:

1. Adjusts balance on early battles at the Volcano Entrance by slightly boosting enemy DEF stats.
2. Some new items including Mystic Water, a more powerful version of Magic Water.
3. Fixes passability on a ceiling in the Sky Dungeon.
4. Creatures have more drops.
5. Stat boosting items are more expensive; also more creatures drop them.
6. A new enemy has been added to the tower, the Gargoyle.
7. Dryad's ability, Compost, has had use restrictions placed on it so they can no longer spam it on you (which had been a guaranteed insta-death).
8. Menu visibility has been fixed.
9. Damage formula for Earth Shock is now based on MAT instead of ATK. It's still pretty strong...

Game Design

New Version Update!

I'm uploading an updated version. It doesn't take care of everything, but it tries to address the more serious issues.

1. Ceres' special abilities have been given TP (I meant to do this during the first version, but forgot), and Deluge has been given a 2 turn cooldown.

2. Arvale's TAKE THAT! has been given a 2 turn cooldown, and his standard HP has been increased by 20 points.

3. More enemies in the volcano entrance to try and promote level growth.

4. Enemies do not disappear when escaping, to try to encourage the player to fight instead of skipping battles. Admittedly, this will make some enemies inescapable due to positioning.

5. Entirely new enemies for the Forest Oasis, putting the Angies and the Cloudys firmly where they belong, in the Sky Palace.

6. Blank events acting as barriers to prevent enemy sprites from swarming the player character on the map.

What I've noticed on playthrough: as long as you don't skip too many battles (it's still relatively easy do even though the enemy sprites no longer disappear when escaping), you can comfortably reach the volcano interior at level 3 without having to grind. There was one play through where I got spammed with vans, and I did have to replay the map in order to get up to level 3, but that's a fluke. You should be level 5 by the time you reach the Forest Oasis. I've tried to make the enemies reasonably difficult, but that'll be up to the player. They're easy to me, but in the old version I thought they were easy and Frogge was having a hell of a time dealing with them, so what do I know? If you're not level 7 by the time you reach Lady Avril, you're skipping a lot of battles. If you're not skipping, you should actually be level 8 or damned close to it by the time you reach Avril. I did not alter her. At level 7, you should be reasonably capable of coming up with a strategy to deal with her. I did not adjust later levels, except the give the dragons in the tower a bit of a stronger attack (yeah, I noticed that puny 12 HP they were hitting you for). It's not that I don't have plans to improve it, but I wanted to get an updated version up before the event end.

My reasoning for the changes: I noticed personally that the most effective tactic against enemies was to spam TAKE THAT! This is what obviously led to the sense of button mashing. By adding a cooldown, this let's the fight change up a bit. It makes it harder to survive the initial fights, but I found that the increase in HP that I gave Arvale compensates for this. You'll still die if you're not careful, but you should be able to handle every fight otherwise. Now, that you can comfortably reach level 3 by the time you get to the volcano interior, fierys and frys are no longer so difficult. Now, you'll also reach the dragon boss at level 4, which makes him a bit easier.

Entirely new enemies in the forest include centaurs, elves, dryads, gorillas. The clearly angelic angies and cloudys are in the Sky Palace dungeon where they belong. The Forest Beast sprite has also been changed to some kind of goofy looking sasquatch thing. I saw the image and loved it. As long as you're fighting more battles than you're skipping, you should reach the Sky Palace with Arvale at level 6 and Ceres at level 5.

When facing Lady Avril, you should both be a minimum of level 6, so if you skip too many fights in this area, you're going to have a hard time. The switch puzzle has been slightly changed. Initially, it was just a trial and error puzzle. Watching Frogge's Let's Play, she gave me the very good idea of using the enemy sprites as a clue to which direction to flip the switches. See if you can figure it out...or you can just cheat and watch Frogge's Let's Play.

So, if you're willing to give it another chance, a new version is up. I'll admit, being inexperienced with battle design, I could just as easily have messed the battles up, so let me know if I have, but I think you'll agree that there's a great improvement to level balance.

Miscellaneous

Let's Play Dry Fate

So...Frogge has created a two part let's play of Dry Fate, and I really enjoyed watching it.



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