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Valedictory Demo Posted

Hey, that was pretty fun. Going in guns blazing with your default party definitely wasn't an option, and there were a couple ways to tackle most of the random battles. I did to a whole lot of party-switching, a definite improvement over the last game, and the classes fit together pretty well. The "weak but high defense" idea was cool the first two times but then it got old, and the "kill it before it permanently raises everyone's resistance" trick was more annoying than anything. Didn't use any items, and Flare and Assault seemed superfluous. Great job overall though, I'd love to see more.

Preventing grind: Why? And how?

I'd say that the argument that the same challenge can always be overcome the same way breaks down if you're playing a game with a significant level of unpredictability (grinding same-level enemies was not at all repetitive in Baten Kaitos Origins), but as far as most games and RPGMaker are concerned I'd say you're on the right track (reused encounters were the last thing Resonance of Fate needed). I'm going for the same idea in my game.

Blue Magic suggestions.

I don't really know how you'd program most of these, but this is a time for brainstorming.

Hyper-Metabolize: Haste or Attack-up & Poison self
Brawler: 4 attacks to random allies/enemies
Combo: Deals more damage every time it's used in one battle
Begrudge: Deals back all damage suffered in the next 3 attacks; deactivates if the caster is killed
Reaper Pact: Casts Death on all enemies, caster loses all HP and MP
Nebula Arrow: 0-50% HP damage

Introducing...the Carlsev Saga Tactical Battle System

Kickass, man. I was just playing Exit Fate and I was all, "Man, we could do to see some more tactical battles in RM games."

The Future of Legend of Denadel

Well, I certainly wouldn't mind seeing more, but it seems like it'd be a substantial time commitment and if it came down to the two of them I would prefer a complete Carlsev Saga to a complete Legend of Denadel. I guess it comes down to how much time you expect to be able to devote to RPGmaker, and it'll only become harder to quit the more you work on it.

Legend of Denadel feedback.

Hey, just finished. The "Hero's Realm, but with story" approach is pretty interesting, as were the battles. Allow me to unleash some bullet points.

-Probably my biggest problem was the lack of easy access to items in Wachenta. I ran out once about halfway through and had to walk all the way back to the city, and just barely had enough to scrape through the boss fight. An in-dungeon shop or Phylomortis-esque "commerce sphere" item that gave one-time access to a shop would've been nice, especially since you don't have enough money to get all the items you need until you're actually fairly deep in the dungeon.
-What happened to Deckiller's rope from the castle to make you have to pick up a new one in the dungeon? Especially peculiar because it's not removed from your inventory when you use it in the dungeon.
-It looks like it's possible to permanently lock yourself out of one of the rooms in Wachenta.
-Having transparent tiles in a boulder-pushin' maze isn't a good idea. I recommend you remove the ceiling tiles that rocks can (and must) be pushed under. Also, there should be a way to escape if you accidentally block yourself in.
-The big boss was a good challenge, but I wouldn't have minded him being a little slower. Also, you might like to consider having someone point out that it's best to go all out once the boss breaks out the Ruin spell.
-I would have liked to be able to go over secondary skill descriptions again after the time they pop up when a character joins.
-How often are you going to be busting out the FFXIII music? I can see it getting old real quick, like what happened in Legion Saga III.

That's all from me. Eager to see more!

SL: Riot Grrrl - Demo Pending! (UPDATE: DEMO ACCEPTED!)

Hey, good job with this. I did notice a pair of bugs:

1. Using the numberpad to input choices can change the way that Cheska's facing on the map, i.e. pressing "4" in the room with the fusebox can make her turn to the right, causing her to appear to examine the fusebox without looking at it.
2. In at least two of the fights (bartender and basement rats), after the enemy's first action they were unexplainedly hit with a trio of default attacks which did tiny amounts of damage.

I agree with the item limit in principle, but I will note that by the time I got to the hotel I wasn't too eager to search because it meant that I'd just have to shuffle around my inventory some more.
Also, would it be possible to just inflict "death" on terrain elements at the end of a fight instead of hitting for 9999?

Custom Content FTW!

Doublepost!

Custom Content FTW!

Well, for me it seems that percentage-experience gain for inactive members is mostly a way to make the player to switch around his or her entourage often so that the player has to use different strategies for regular battles, with the payoff being that the party as a whole is more well-rounded and prepared for a wider variety of combat situations; this was my experience with Yeaster's games, although he may not have intended it that way. With full experience for inactives, there's nothing to stop the player from finding the ideal party for a dungeon and then just cruising all the way through, which may or may not be a bad thing. I personally enjoy changing my party around in general so I don't need the game to give me any reason to do so. Also, it seems like your game's mechanics already reward characters for being active (Lee's abilities, heraldry, thievery), so I don't think party switching needs to be encouraged any more. Ergo, I see no issue with giving full experience to inactive members.

As for Lee, the problem I see with limiting his skillset is that forces the player to choose which skills to bring into an environment he knows nothing about; therefore, the player may potentially opt to forget a fire skill in favor of an ice skill right before entering an ice dungeon. The five-skill limit is fine in theory, but I would want it to be possible to easily change which five skills Lee has, possibly by being able to change them around via a CMS accesible by save-point or something.
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