• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
There's a lot of good in life. You just have to look for it.

Kyme's searching for a fresh start in the city of Province. Will he find it among the eccentric residents and their whimsical adventures? Or will he get lost chasing his personal villain, a grand thief capable of stealing the blue from the sky, the voice of a singer, and even the very memory of what he stole, leaving you with nothing but an empty feeling?

Notes From Province is an Open World RPG focused on exploration and meeting people.

Recipe
Start with a solid RPG, simmer lightly
  • Open world - no dead ends, only new things to see and treasure to find
  • Character driven story - even the battles have a story to tell
  • Crafting, cooking, fishing, dancing, finding a strange rat-loving man living in a hole under your neighbor's house

Mix in 2 cups tactical combat
  • 7 characters - with distinct styles and roles, swap-able mid combat
  • Equipment based customization - abilities and passives come from equipment that can be freely swapped to redefine characters
  • Enemies worth reacting to - each encounter has a plan to crush you unless you spot the weakness and counter

And season with a hint of Animal Crossing
  • Decorate and expand your house - a straight-faced, no nonsense man with rabbit ears will judge your furniture arrangement and award you accordingly
  • NPCs with lives - each villager has their own daily agenda, situational dialog, and a story to tell the more you get to know them


Liked the game? Show support by leaving a comment :)

Loved the game? Donate $5 on itch.io to unlock the Notes from the Developer e-booklet, containing descriptions of cut storylines, behind the scenes trivia, and random ramblings from the Developer.

Need help or want to discuss with other players? Join the Discord server!

Latest Blog

Patch Notes v1.1.5

v1.1.5

  • Black Powder now correctly does 200 damage on critical hits
  • Fixed a crash and other wacky behaviors that happened during tournaments, if you had previously failed the tournament but not yet reloaded the game
  • Rat Man will no longer crash the game when confused and fully charged
  • Obsessive Slither is now less obsessive (won't cause an infinite loop when up against taunt/cover)
  • Zombies now only revive other Zombies in tournament matches
  • The Sanctuary skill is now disabled in Challenge Battles that don't allow Invincible
  • Kyme can no longer walk through the walls of Bree Tree Ruins


v1.1.6
  • Fixed an issue where the rocks in Lamia's Lair can get permanently stuck. Stuck rocks will now reset when leaving the central room
  • Rick has overcome his shyness and will now properly flirt with Rachelle, even after Kyme has already talked to her about the Grand Thief
  • Fixed a crash in the VP and General Store, caused by the first party member having an unused extra accessory slot earned through a passive skill
  • Fixed a crash when unequiping multiple Belt Pouches
  • Fixed an issue where the BGS volume setting didn't affect the sound of rain
  • Sever Artery now properly applies Bleed and extra ticks of Bleed damage when used during Counter


v1.1.7
Patch Notes

v1.1.8
Patch Notes
  • Completed
  • Ramshackin
  • RPG Maker VX Ace
  • RPG
  • 04/27/2016 03:35 AM
  • 01/06/2023 07:23 PM
  • 10/31/2021
  • 162553
  • 51
  • 1479

Tags

Posts

Hmm, I seem to be stuck on the Great Thief's riddle.
The two parts seem to suggest the passage in the Harpy's Campment, but I can't get past the guard there. I've already completed most other optional content (still have to defeat the Stranger) and exhausted all Chats but I can't seem to find a way to advance.
Wow, so I was that close to solving the puzzle XD

@Frejo I just did that one today.

You do need to get through the passage in the Harpy Sanctuary, but Kyme only gets the idea after Cyl hands him something that makes him really trippy. I don't really know how I triggered the event though.
Hmm, somehow managed to trigger the event with Cyl by swapping to the Bush Fence garden. But then the game crashed.

author=Frejo
Hmm, I seem to be stuck on the Great Thief's riddle.


You could potentially get stuck there, as the party has to think through the clues while doing something else. If you've already done everything else in the game, then there's nothing left to move that dialog chain forward. I'll have to think how to handle that.

For now, it looks like you've found something the game considers "progress" and that triggered the next scene.

author=Frejo


Should have a fix for this out soon.

Did you
enter the Realm of the Dead through Demon Claw Swamp, then leave through the portal in Kyme's house?

I want to make sure I understand how you got into the state that caused the crash so it's properly fixed.
author=Ramshackin
Did you
enter the Realm of the Dead through Demon Claw Swamp, then leave through the portal in Kyme's house?

Yeah, I think I did that a bit before I triggered that event.
The fight with the magician guy at the island repeats itself. Am I supposed to lose that fight or is it a bug?

Ah, nevermind what I said. I can't believe I fell for that. Another thning. How do I get rid of the vines at the eastern end of the town and where is Lamia's Cavern?
author=blackassassin7
Ah, nevermind what I said. I can't believe I fell for that. Another thning. How do I get rid of the vines at the eastern end of the town and where is Lamia's Cavern?

Lamia's Cavern is in Mount Verner, one screen right of the entrance (you need to push a rock from the cliff to open the cave). Getting the treasure from Lamia's Cavern will eventually allow you to get someone who will be able to clear the vines.

Hmm, I think I finished almost everything, but there's a few loose ends left.
1-Can't get Chuck's Note. I was thinking that maybe I need to Craft everything to get it, but I'm 1 Wood short.
2-Bolinda asked for Moonstone Ore and Palladian, but I'm not sure if that's supposed to lead somewhere, since nothing special seems to happen even after I gave her those items.
3-I'm lacking 1 Story Note (I've got Beginner Gladiator, Gladiator, Marbo, Harps, Morning and Light, Graveyard, Shadow Claw, Chronomancer, Lonely Guard, Rats, Rat Man, Life Tonic, Ferndale, Arana, Bree Tree, lady Luck and Lamia).
author=Frejo
author=blackassassin7
Ah, nevermind what I said. I can't believe I fell for that. Another thning. How do I get rid of the vines at the eastern end of the town and where is Lamia's Cavern?
Lamia's Cavern is in Mount Verner, one screen right of the entrance (you need to push a rock from the cliff to open the cave). Getting the treasure from Lamia's Cavern will eventually allow you to get someone who will be able to clear the vines.

Hmm, I think I finished almost everything, but there's a few loose ends left.
1-Can't get Chuck's Note. I was thinking that maybe I need to Craft everything to get it, but I'm 1 Wood short.
2-Bolinda asked for Moonstone Ore and Palladian, but I'm not sure if that's supposed to lead somewhere, since nothing special seems to happen even after I gave her those items.
3-I'm lacking 1 Story Note (I've got Beginner Gladiator, Gladiator, Marbo, Harps, Morning and Light, Graveyard, Shadow Claw, Chronomancer, Lonely Guard, Rats, Rat Man, Life Tonic, Ferndale, Arana, Bree Tree, lady Luck and Lamia).

Have you managed to solve the last 2 puzzles in the Radiant Hollow? The ones that lock 2 green chests? They seem to be impossible to solve.
author=blackassassin7
Have you managed to solve the last 2 puzzles in the Radiant Hollow? The ones that lock 2 green chests? They seem to be impossible to solve.

To solve the one in the east, you need to take into account that you can block lasers with your player character. For the one in the west, direct one of the lasers to the crystal right next to the chest.

author=Frejo
Hmm, I think I finished almost everything, but there's a few loose ends left.
Also nevermind about that, found the chest I was missing, which got me the last Wood. And getting Chuck's Note triggered the Gang of Eight fight. Now I only need to complete the Furniture Catalog and I'll be done. Though I'm also somewhat curious if I'm missing any Soul Cards (I've 17 right now, including boss monsters).
author=Frejo
To solve the one in the east, you need to take into account that you can block lasers with your player character. For the one in the west, direct one of the lasers to the crystal right next to the chest.


I had no idea I could do that. Thanks a lot. A lot of the game's puzzles require some out-of-the-box thinking appearently. There's one chest in Arana's Web that I can't get because the spider that is supposed to get it for me is not there. Also, the game crashes during the Cerulean Tournament Round 2 due to some missing script.

author=Frejo
Now I only need to complete the Furniture Catalog and I'll be done. Though I'm also somewhat curious if I'm missing any Soul Cards (I've 17 right now, including boss monsters).


Yep, there's 17 Soul Cards, despite the UI having space for 18.

Thanks for doing a completionist run and finding bugs along the way! With a large game like this, there's always a worry that no one will actually discover/play the content you spent time making. I'm glad there's at least one person who has seen it all :)

Extra things in the game with no todo/note/reward attached:
  • Find all 7 Miracles Rings, 7 unique end-game armors, and 17 Soul Cards
  • Beat the Wandering Sword with a single party member by selecting the same character twice
  • Cook all the food
  • 100% furniture catalog


author=blackassassin7
A lot of the game's puzzles require some out-of-the-box thinking appearently.


This game is secretly a hardcore puzzle game D:

author=blackassassin7
Also, the game crashes during the Cerulean Tournament Round 2 due to some missing script.


I'm not able to find the cause for this one. What else was happening before the crash? Did you beat all the enemies in round 2 before the crash?
author=Ramshackin
Extra things in the game with no todo/note/reward attached:
  • Find all 7 Miracles Rings, 7 unique end-game armors, and 17 Soul Cards
  • Beat the Wandering Sword with a single party member by selecting the same character twice
  • Cook all the food
  • 100% furniture catalog
  • Got all 7 Miracle Rings and 17 Soul Cards. I assume the 7 armors are Kitsune, Crystalline, Royal, Centurion, Gladiator Spike, and God Slayer Robe and Reaper Cloak? (alternatively Vladio, Lamia or Snake)
  • Funnily enough I did that one like 20 times to farm money (since he gives you 400g each time you defeat him), soloing him with Kyme was just faster/simpler than using 2 party members
  • Yeah, cooked all the food
  • Yep, 100% furniture catalog
Also managed to get +100k damage on the Colisseum damage test.
author=Ramshackin
author=blackassassin7
Also, the game crashes during the Cerulean Tournament Round 2 due to some missing script.


I'm not able to find the cause for this one. What else was happening before the crash? Did you beat all the enemies in round 2 before the crash?


I managed to beat the opponent in Round 1 but when it moves to Round 2, the enemy battler does not appear and when I try to attack, I get the error above. Looks like a script error or a missing file.
author=blackassassin7
I managed to beat the opponent in Round 1 but when it moves to Round 2, the enemy battler does not appear and when I try to attack, I get the error above. Looks like a script error or a missing file.


Try the latest patch and see if that fixes the error.

author=Frejo
Also managed to get +100k damage on the Colisseum damage test.


Wow I didn't know that was possible. Most I got was 30k. What was your setup?
author=Ramshackin
author=blackassassin7
I managed to beat the opponent in Round 1 but when it moves to Round 2, the enemy battler does not appear and when I try to attack, I get the error above. Looks like a script error or a missing file.
Try the latest patch and see if that fixes the error.

Okay, that seems to have fixed the problem. Btw, I cannot find the last prickly pear for the Desert Fox. I managed to find 8. I searched the old western road area up and down but could not find it. Also, how do I reach the green chest near the Inn? There are no suitable jump spots to reach it.
author=Ramshackin
Wow I didn't know that was possible. Most I got was 30k. What was your setup?

Did a video of it
https://youtu.be/aWHsznHXJgo
author=Frejo
Did a video of it
https://youtu.be/aWHsznHXJgo


Love to see it. Never thought of using the characters like that. Making me think the game's balance must be too easy at the end.

author=blackassassin7
Btw, I cannot find the last prickly pear for the Desert Fox. I managed to find 8. I searched the old western road area up and down but could not find it. Also, how do I reach the green chest near the Inn? There are no suitable jump spots to reach it.


For the green chest near the inn, the path starts in the top right of the map.

For the prickly pears:

- Along the main road in the first map
- One in the northern part of the third map
- In the cave with the dynamite puzzle
- Behind the strange rock near the waterfall
- One in Hector's Mine dungeon
- One in Radiant Hollow dungeon
- Two in Forlorn Keep dungeon


That's only 8, though. Honestly, I don't remember where the 9th is. There's definitely 9 in the game, and I found them during a 100% playtest. I know Frejo found them all too.
How do I deal with the strange rock? I think the pear I'm looking for is behind it.
Okay, so I thought I could write-up some of my thoughts about the game, and also a bunch of balance suggestions.

General

-I liked how the game has a quick and short intro, I feel like nowadays too many games like their long, text-filled exposition intros. This is particularly important in Open-World games, since they're supposed to be less rigid and give you more freedom in how you want to approach the game.
-The way character dvelopment was handled was also pretty nice, in that it felt concise and to the point. We learn enough about the various characters to kinda get to know them, but we also don't get encumbered with their entire lifestory.
-The jumping mechanic was a really good idea. It's simple but makes you pay more attention to each map searching for jumping paths, and generally rewards exploration.
-Encounters were quality over quantity, which I'm always a fan of. Each enemy has their specific gimmick or AI pattern, and then each dungeon you get about 4-6 encounters mixing and matching.
-I think it'd be nice if you could disassemble crafted equipment, so just like food you can try out different setups.
-Skills with CDs should show the CD in their description.
-For the Arena, Adrenaline using characters should also start with full Adrenaline, otherwise they're in kind of a disadvantage for the damage test.

Main Story Thoughts

While I don't have much of an issue with all the side stories, I feel like the Main Story of the game felt kinda awkward. Mainly in the sense that it didn't really feel like a main story so to speak. There's no urgency or weight to it, and it's the main plot because the game tells you so.

I'm also not a big fan of how the plot kinda did a weird shift once the Great Thief was introduced. Before that, it was mostly focused on Kyme getting over his past. But then suddenly Redd and his whole "steal what was stolen from you" ideals become the focus of the story for some reason.
As Sita says in-game, Kyme's ex-lover died because of an illness, the whole "god stealed her from you" thing feels like a big stretch. Also Redd being his brother barely matters in the big picture and just feels like en excuse to justify him being the focus of the main plot.

Personally I feel like the whole story would have fit together better if for example, the story focused more on how Redd says stealing stuff people don't want can be helpful. So Redd offers to steal Kyme's memories of his ex-lover, or maybe just his sadness for her passing. So then you have Kyme who's trying to "fake it till he makes it" and overcome his painful past with new memories etc, but then Redd just says it's easier to let him steal all that painful past away so that Kyme can truly get a fresh start; then you can get into a whole phylosophical debate about whether accepting and overcoming your past is better than forgetting, or whether our past shapes our personality and such and how losing said memories would entail losing a piece of yourself, blah, blah.
Alternatively, make it so Kyme's ex-lover didn't die, she eloped with another man. Then the whole "steal from those who stealed from you" thing just makes a whole lot more sense. You could even have Redd show up with Kyme's ex, he has not only stolen her back but also stolen part of her memories so she is willing to get back together with Kyme, but Kyme refuses because that'd ultimately just be a farce and yada yada. This path would also make Kyme's relation with Serene more interesting, since it'd mirror his own situation, except with him being the perpetrator instead of the victim this time.

Finally, the ending itself was also a bit lacking. Ultimately, the story was focusing on Kyme's new life and such, and the story ending after confronting Kyme' brother just doesn't feel like it ties up the plot well enough. I feel like setting up a big "festival" type event for the ending would have worked out better. You have this big festival in Province, where you can talk with all the characters you have met, some of which tell you how they're gonna move on and do x and y with their lives; the various player characters also say it's time to split the party and each are gonna go their own ways to fullfill their dreams or whatever. Could also add in a Cyl cameo where someone who looks like her quickly passes through in the background; and the final scene is Kyme talking with Serene and such.

Equipment Suggestions

Accessories
Mostly just pointing out some Accessories that could be buffed:
-Black Powder: 100 damage is just too low by the time you get it. Probably either increase it to 500 fixed damage, or make it scale with COND (either 2.5x or 3x).
-Quartz Charm: a little bit more crit chance when at full HP is just too small and rng of an effect to be worth it. Maybe just change it to buff the user's PATK every turn.
-Lady Luck: same as above, could maybe make it give a big evasion boost (30-50%) when below half HP.
-Junior Assassin Badge: same as above. Maybe have it give guaranteed crits against enemies below 35% HP?
-Ruby Gem/Lost Ruby Necklace: could maybe buff the healing up to 20-25%.

Weapons
I feel like other than Kyme, weapon variety was a bit lacking. Kyme gets lots of weapons with different special effects (the early ones have 1 out of 3 different effects, and the later ones mix and match the previous effects). Emith gets 2 different effects depending on the staff, and everyone else gets no special effects at all from their weapons.
It'd be nice if the other players also had more choices when picking their weapons (and more unique Bead options for Ezekiel). Some potential special effects suggestions:
-Emith: Absorb Magic lasts 1 more turn. Slicing Gale hits two times. +1 Wet duration.
-Brave Wind: Non-damage skills gain "start of turn". Critical Hits do 25% more damage. Pin Down also debuffs DEF by 30%.
-Umbra: Self-sacrifice skills have their HP cost reduced by 20% (i.e. Epidemic would cost 40% max HP). Borrowed Blood skills have their HP cost reduced by 20%. +30% damage to targets with a status condition. Life Syphon becomes aoe.
-Sita: Start Battles with +25% Adrenaline. Attack buff limit goes up to 100%. 20% crit chance when above 90% HP.
-Rick: Stealth also gives +15% Evasion. Reload also buffs Attack by 75%. Crippling Shot can be used twice before needing to Reload. Backstab no longer removes Stealth. Twisting Fangs hits one more time if target is Poisoned. Throw Torch deals Explosion damage. Vial of Poison gives Opening Strike.
-Ezekiel: Sanctuary Bead (Aegis affects all allies, CD+3), Purification Bead (Heal Others also removes the latest one status condition), Crusade Bead (Smite deals 25% more damage to enemies with Holy weakness), Punishment Bead (Bludgeon has no CD, but no longer debuffs ATK/DEF)

Other
While accessories give you a wide array of possible builds, I think other equipment should also have a wider variety of special effects. Armor/Robe/Head/Arm/Ring equipment are kinda dull since a lot of them just increase defensive stats and nothing else, so it just feels kinda samey. I think it's fine for more generic equipment to just give stat boosts, but anything more unique it'd be nice if they had special effects. Lategame armors do have a bunch of unique effects, but there still are a bunch like the Lamia Armor, Snake Skin Armor and Mother/Father Robe where it'd make sense to give some other bonuses. Also stuff you get from some of the tougher endgame bosses like the Gloves of the Swordman, Stranger's Mask or Moon Raven's Boots, it's bit disappointing because they just give a couple points extra stats compared to the next best option and that's it.
For Rings too, I think it's fine for the "main line" of rings (Common, Uncommon, Rare, Miracle) to just give a generic boost to all stats, but it'd be nice if the other rings either gave more special effects or simply boosted a single stat a lot (or give a % bonus to said stat). Some random suggestions:
-Armor: Snake Skin Suit (Bleed Immunity), Vladio's Suit (+5 to all stats), Lamia Skin Armor (Paralysis immunity)
-Robe: Mother's Robe (Confuse Immunity), Father's Robe (Blind Immunity), Phoenix Robe (Burn/Wildfire Immunity), Celestial Robe (+5% Evasion)
-Head: Flame Seer's Headband (Freeze Immunity), Nefermaat's Crown (Poison/Disease Immunity), Sinister Mask (COND +10%), Stranger's Mask (+10% Evasion)
-Arm: Aa Ba Goop (Wet Immunity), Gloves of the Swordsman (PATK +10%), King's Gauntlet (75% ATK buff on battle start)
-Legs: Moon Raven's Boots (Second Chance)
-Ring: Shadow Claw's Ring (MDEF +50), Chronomancer's Ring (AGIL +100), Rooftop's Ring (PDEF +50)

Characters Suggestions

Kyme
Kyme overall feels like the character whose kit works the best together. Inflict Bleed and tank, which accelerates Bleed damage; simple but effective. The only change I would suggest is making Sever Artery do one additional tick of Bleed when used on a Bleeding enemy, because Kyme will probably mainly be built for COND and defensive stats, so one more tick of Bleed will generally be better than just +25% damage on an attack that scales with PATK.

Umbra
Overall a fantastic support character, mainly for spreading/maintaining status conditions. I think it'd be nice if she got a passive that makes her inflict Life Syphon on her first attack, also maybe make Life Syphon do something else if she uses it on a target that's already inflicted. I do think that Descending Darkness doesn't make too much sense with the rest of her kit, since she's probably not going to be built very offensively most of the time; maybe give her a spell that drains HP equal to damage dealt instead, and deals more damage the lower her HP is, this gives her a bit of extra self-sustain when she needs it.
I also feel like Brave Wind's Borrowed Blood is a bit on the weaker side, maybe have it grant Opening Strike to all frontliners and make it cost 50% HP?

Ezekiel
Jack of all trades, can heal and also deal damage (particularly considering Smite is one of only 2 aoes you get). I do feel that Prayer increasing item cooldowns by 1 is a bit harsh, it should only increase cd of skills that use MP (Bludgeon and Smite).

Rick
Has probably the most interesting kit imo, with 3 skillsets and some fairly synergistic passives, can do a bit of everything depending on how you build him. I would make it so Death Blossom only hits one target instead of being random though, it's really expensive at 5 Adrenaline, and it's honestly only good if all hits land on the same target for the instant 75% DEF down (its damage isn't even that good either at 125%). Also Vial of Poison feels like it isn't really strong enough to warrant costing 1 Adrenaline.

Emith
Probably the best/most consistent damage dealer, by virtue of not being limited by CDs or Adrenaline, and Wet+Thunder deals a lot of damage. I do feel like a lot of his kit ends up being redundant as the game goes on, and he ends up just being reduced to Wet+Thunder spam. While he has multiple passives that give MP recovery, they all give too little to really bother with them, so you kinda just use Recovery anyway.
-Flame Lance: damage increased to 100% from 75%.
-Slicing Gale: I feel like its whole spreading Burn gimmick falls off flat once Umbra joins the party. I'd suggest changing its special effect to "if the target has burn/wildfire, deal one tick of burn/wildfire damage", this way it can piggyback off someone else's Burn/Wildfire.
-Absorb Magic: now affects the entire party.
-Healing Waves: Emith passively recovers 5% max HP and 3% max MP each turn for every unit in the field with Wet.
-Fire Attunement: change effect to "when attacking an enemy with Burn/Wildfire, inflict Burn/Wildfire".
-Staves: instead of the Fire staves only increasing Wildfire duration, they instead increase both Burn and Wildfire duration.
-Water Attunement: change effect to "when using Sea's Sorrow on a Wet target, inflicts Wet to all enemies".
-Elemental Balance: whenever Scalding Steam is cast, Flame Lance and Sea's Sorrow gain a permanent flat 50% damage increase (i.e. 100%->150%->200%, etc) and +15 MP cost.
-Elemental Recycling: recover 10% MP whenever Emith uses a spell that the target resists.
The general idea is to give him some alternative build options, and a more clear cut path to MP recovery. The basic Wet+Thunder combo is still there and is mostly unaltered. The changes give two alternative strategies, first is to focus on spamming Slicing Gale to deal extra Burn damage, ideally you'd have someone with higher COND inflict Burn/Wildfire, then everytime Emith uses Slicing Gale he'll refresh the duration of Burn/Wildfire thanks to Fire Attunement, while dealing extra tics of Burn/Wildfire damage. The other path is to ramp up damage from Fire Lance/Sea's Sorrow by repeatedly triggering Scalding Steam, which thanks to Elemental Balance will make the 2 spells stronger each time (albeit it also makes them cost more MP each time). Water Attunement+Healing Waves allows Emith to quickly regenerate HP/MP if he spreads Wet to the entire enemy party.

Brave Wind
Brave Wind is supposed to be a support/damage hybrid that build up Adrenaline with his support skills and then consumes it for his damage skills, but I feel like that concept doesn't really work out mainly because his support skills are too spammable, and his damage is just not that great, so he just ends up being pure support.
-Support skills: I think Antidote Signet/Nature's Blessing/Energizing Wind should get cds to make them less spammable (1 turn for Antidote, 2 turns for the others). However, Brave Wind also gets a Passive skill (probably replacing Infectious Serenity) that makes the effects of said skills apply on himself when used on an ally (Antidote Signet and Nature's Blessing extra Adrenaline conditions can apply twice accordingly, while Energizing Wind still only generates 2 even if it affects 2 targets)
-Pin Down: now gives +1 Adrenaline instead of costing 3, but has a 5 turn cd.
-Gentle Soul: remove or change its effect, Brave Wind really doesn't need a crit debuff.
-Marked Shot: I'd suggest giving Brave Wind a passive that makes Marked targets receive 10% more damage from all sources (including status damage), however, the status now only lasts 3 turns and needs to be reapplied. Since the cumulative damage bonus will also be reset if the status fades, could also make it stack faster (10% damage per use), but cap at 100%.
-Coyote's Fury: I think instead of its current effect, you could make it so it can only be used when Brave Wind is at full Adrenaline, it consumes all his Adrenaline and gives him one extra action per 2 Adrenaline. Brave Wind can't use items/swap equipment during these extra actions, but can otherwise use all his skills.
-Coyote's Fury+: change effect to make Brave Wind gain crit rate equal to the extra damage bonus when attacking a Marked target during Coyote's Fury.
With these changes, you can no longer spam his support skills repeatedly, but in exchange, the fact they can simultaneously target Brave Wind and a selected ally makes them a bit stronger. Marked targets receiving more damage from all sources heavily encourages you to keep reapplying the Marked status whenever it's going to run out. So now you have a cycle where you apply Marked, then use your support skills, now your support skills are on cd so you use the turn to reapply Marked, and now your support skills are off cd and so on. Once your Adrenaline fills to full, you can use Coyote's Fury, which turns all your accumulated Adrenaline into extra turns for a big damage turn where you just get to spam Market Shot (it also comes with a big crit rate buff against marked targets); while you can't use items, you can still throw a few support skills in if you want to (for reference, Coyote's Fury would consume all the Adrenaline and grant the extra turns on use, so getting extra Adrenaline during Coyote's Fury will not affect the number of extra turns you get).

Sita
I feel like Sita is probably by far the worst character, she's wholly focused on damage with almost no support but her damage is kinda just okay, and is far more dependant on Adrenaline than Rick/Brave Wind are while also having a harder time gaining it.
-Critical Artist: replace with a passive that gives her 1 Adrenaline when dodging, this helps her build Adrenaline faster.
-Critical Success: change effect to gaining +1% critical damage permanently every time Sita crits for the rest of the battle.
-Spin Heel Kick: special effect changed to 15% DEF debuff before damage.
-Perfect Finish: base damage increased to 200%. Special effect changed to just deal 50% extra damage at 0 Adrenaline.
-Jump Front Kick: base damage increased to 200%. Now gives 5% to crit rate instead of 1%.
-Her combos now no longer increase Adrenaline cost each time a new move is added to the combo, but are capped at 6 attacks. The finisher moves can only be used if the combo is at least 3 attacks long.
-Taunt: now only generates 2 Adrenaline, but can be used again, with a 2 turn cd.
-Recover: now recovers extra HP when used below half max Adrenaline.
Thus the general idea is for Sita to keep using Taunt to draw enemy aggroo, then for every attack she evades she gets Adrenaline she can then use on her combos, then once she runs low on Adrenaline she can benefit from the extra heal on Recovery, then she uses Taunt again and the cycle begins anew.
The increased Adrenaline cost on her combos is removed since it was very limiting, and made Hundred Punches a better option any time there is only one enemy. So the idea is to give more of an incentive to using her combos.

Bugs

-Reaper's Cloak special effect (addding Poison to the first attack), does not work.
-Mint Julip only heals all party members, it does not Revive.
-Kyme:"Inspiriation struck last night" typo, should be inspiration.
-"Gardner's Gloves" typo, should be Gardener's.
-Not really sure if it's a bug, but a square appears when you talk to the crow in the beehive's throne.
-There seems to be some kind of problem with the fences, the prompt for buying the 600/300g fences repeats itself when you interact with them (e.g. say yes to buy the 600g fence, then if you interact with the fence it asks you again if you want to buy it).
-The skit in New Dawn (where Ezekiel needs to take a rest) repeats itself if you go through the area again.
-Scalding Steam seems to trigger when Emith attacks an enemy with Wet and Burn, even if he does not inflict the statuses (e.g. if the target already has both Wet and Burn, Slicing Gale can trigger Scalding Steam).
-Removing Belt Pouches can cause the game to crash if you don't remove the Accessories in the extra slots before.
-Kyme's Counterattacks do not consume Opening Strike.
author=blackassassin7
How do I deal with the strange rock? I think the pear I'm looking for is behind it.


The strange rock is the same type of rock found in the nearby dynamite cave ;)

author=Frejo
Okay, so I thought I could write-up some of my thoughts about the game, and also a bunch of balance suggestions.


Wow! This is awesome. Thanks for so much, in-depth feedback.

The story feedback was great. The balance suggestions are really good. The best idea there, to me, is the Coyote's Fury change. The skill never really landed as a burst skill, because you'd go back to supporting in between.

During the first half of the game's development, I had some hardcore players testing and giving balance feedback like yours that helped shape the characters and equipment. If I make this type of game again, I'm realizing I should have a wider range of testers giving this kind of feedback, since it's critical to a well-balanced, fun game.