I just completed Blue Skies. Thanks for developing an entertaining RPG.
Things I especially liked:
Talking "save points"
Cutscenes for story und character development
(Mostly) updated dialogue in towns after events
No minigames (I really hate them in RPGs)
Hopefully, I can return the favor a bit by offering - mainly nitpicking - improvement suggestions.
Things that could be improved (in no particular order):
There shouldn't be the need to install a RPG maker game.
Nowadays turn-based RPGs need an automatic wait function in my opinion. Battles aren't action-packed just because you have to press a button to activate the wait function.
The player should be able to save everywhere. Only being able to save at certain points doesn't make the game more difficult, it only adds to frustration. It's not a big deal, though, because the game is relatively easy and doesn't "feature" instant death situations.
Except when Fidel is under attack: It's frustrating that engaging the soldiers blocking the exits means "instant death" without warning. I was careless and lost a bit of progress that way.
It would be a good idea to let a native English speaker proofread the entire script. That's even more important for a non-native English speaker (I'm one myself, and I'm still terribly insecure even after 20 years of high-level practice and still make a lot of stupid mistakes).
The "lag" between screen transitions really tests my patience. The same is true for the "lag" before environmental effects take place. Maybe it's RPG Maker 2003's fault, but something like that never caught my eye in other RPG Maker 2003 games.
Dungeons are too short.
It's confusing that the order of battle commands is not the same for all characters, resulting in quite a few "misclicks".
Too many
for my taste
The game doesn't
unequip leaving party members
. That wouldn't be a great problem if there wasn't
only one well-hidden accessory "store" late in the game
.
Battles don't yield enough money. Likewise, the game discourages the player from using items because they're totally overpriced. Therefore, it comes down to resource management, i.e. fighting while not using items - which can be nerve-racking. Consequently, there's no "economic" opportunity to heal up before boss fights (at least in the beginning before Pocket Shelters become available).
Furthermore, endgame equipment is way too expensive. I could afford the best endgame equipment after grinding in the Astral Sphere until level 66. At that time, I didn't really need it anymore. Considering the expensive endgame equipment, it's not a good game design decision to constantly tempt the player to make bad business decisions (e.g. purchasing stat-raising items). It also would have been a good idea in this regard to include a secret optional superboss for high-level parties (if there is one, I didn't find it).
There should be someone in the late game who sells shields (I sold all shields under the wrong assumption that all or at least the best swords would be two-handed). Though the shields were pretty useless, anyway.
It would be nice if (regular) enemies would drop (more often) items like potions from time to time.
The lack of defensive pieces of equipment at the beginning is irritating.
There are no other things to discover than treasure chests (no hidden items in bookshelves etc.).
"Empty" direction signs are kind of pointless.
Locked houses in cities that don't have any purpose shouldn't be included.
(Possible) bugs:
One enemy in the Quas Ruins (E part) doesn't disappear after having been beaten (it's always a preemptive battle - maybe it was left there on purpose for leveling?).
The
can be fought repeatedly. Could be intentional, though.
The Grand Staff of Old makes a second appearance in the Xmeil vendor's list. Fortunately, both versions are equally strong (and pricey).
Additional things that could be mentioned in the guide section:
Former Fidel pub owner sells all accessories in N part of Sylph Forest (only place from a certain point on in the game)
Old lady in Fidel inn sells all stat raising items (only place from a certain point on in the game)
To prevent confusion: The side quests for acquiring the summons "Zermo" und "Lianna" can't be completed before finishing the Xmeilian Lab story quest.
The Glowing Eyes needed for the Glass Robe can also be found/dropped by monsters in the Forest of Devotion (not only in Amanda Woods). Admittedly: There's no point in obtaining the Glass Robe anymore after the Forest of Devotion when the Saint Robe becomes available.
Don't let my nitpicking discourage you. Thanks again for your entertaining game. I look forward to playing Blue Skies 2 as soon as it is completed.