First of all, counting all download locations, it looks like the Turovero Demo has amassed just under 100 downloads so far! Yay! :D
Second of all, after receiving some feedback, I’m deciding to make some minor tweaks to hopefully make the demo (as well as the full game after it) a bit smoother and more user friendly to play. Here are a few of the changes I’ve implemented so far:
- Enemies now have slightly less HP (50-100 points fewer for normal enemies, 200-500 for the bosses). A main complaint was battles lasting for too long, so I hope to trim them down to a bit more tolerable of a length with this.
- All battle skills (except for Leilia’s) will now take a fraction less MP for each use. For the demo, the difference won’t be much, but it will hopefully help with the rampant MP consumption that the game tends to lend itself to, especially with the field skills to consider.
- Ruby now has a slightly higher Max MP cap/growth rate, though she does still have the lowest of the group.
- Enemies will drop a very small additional amount of Silver (1-5 for normal enemies and about 50 for bosses) to hopefully make money grinding a bit less necessary.
Sigurd’s “Defender” skill description now specifies the criteria for it to work (i.e. the targeted ally must have less than 30% HP remaining) to avoid confusion.
And here are some changes I either am going to implement or have not yet fully decided to implement, but am thinking about using:
- A function to skip cutscenes; while I don’t particularly care much for cutscene skipping in an RPG, and especially not when I put so much effort into writing/eventing them, the game will be replayable by virtue of its multi-route story, and repeated scenes such as the campfire jingle or pre-boss cutscenes after dying a kajillion times to them might not be everyone’s cup of tea, to say the least.
- A slightly lower random encounter rate. I’m only hesitant to do this because I raised/lowered the rate for each map with consideration for the size of the room, the amount of on-map enemies in the room, and also the size of the game itself, so I’m afraid that players will be forced to grind to reach minimally effective levels for boss fights if I change it.
Finally, here are a couple of bugs I caught that are getting fixed:
- The puzzle involving the moving torches has some issues with the eventing and timing which can cause desynchronization or complete freezing of the events under certain circumstances. For now, if you happen to encounter this, you can fix it by simply leaving the room and returning.
- Minor screen tint flubs in the second floor’s campfire scenes. These have been fixed.
- One of the wall switches in the Frozen Chamber will continue flashing when it’s not supposed to. This is purely a graphical error and doesn’t affect the puzzle’s functioning, but I THINK it’s been fixed, I still have to test it.
- One of the Healing Herbs in the Frozen Chamber accidentally activates another plant in the same room simultaneously. This was a variable error and was easily squashed.
One of the points you could use Sniper from wasn’t working properly, meaning you could continue to walk downwards and be able to fire the arrow when you weren’t supposed to. This has also been fixed.
- There’s also a few typos here and there which I need to iron out.
Again, thanks so much for the feedback, and let me know whether you think my adjustments will help the game or make it too easy. I appreciate everyone’s support! <3