BRADY'S PROFILE

Brady
Was Built From Pixels Up
3134
Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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Syma

That's odd; all the "Recover All" events are there; will need to check up why it's not working.

Will have a look at classes as well; thy've been fine in my tests so there must just be on area it's not registered properly.

I'll have a look into it, will try to fix those issuees and can update it later today with the new missions :)

Syma

I have been wondering how to balance saves in missions, actually.

I've been pondering an option to save once you reach the boss (with an option to back out of the fight) as the best balance.

If you have any thoughts on the best way to balance saving in missions, just hit me up~

Wee Hero

They'll be the weapon specific skills; each type of weapon has its own skill subset with different skills~

Scima Invasion Crew

@red77thunder:

You got me interested with all your talk of lengthy boss battles, and thought that considering the game is based around supply conservation that maybe a boss designed to run you dry of supplies before you can even kill him suits the game. A suitably mega-healthy boss has been drawn and created from this suggestion and will be in the next update o:

You might not like the music though; it's more suited to long battles and less heavy metally; what can I say, I like the long, drawn out boss music ;)

Scima Invasion Crew

Well I have been going on about balance testing after all.

Although the intention was never for long, epic marathon fights as much as just quick "sprint like" fights. To survive a marathon fight would imply you'd need enough resources to last the whole game and long boss battles, which skews the formula a bit. All you need is enough supplies to fight at all; running out essentially leaves you useless, so it was more about making sure you had enough.

Although 3 fighters and mana swap? Kinda just dodged the issue there, didn't you? ;)

Try some other combos, see how it fares! Boss Rush is more marathon-esque, and the secret boss is harder than everything else by a fair margin, and has significantly more health! :)

Scima Invasion Crew

Battle music is limited just down to the RTP music; I didn't spend much time prettifying the game up because I didn't want to realise that I'd spent two days hunting for resources and ignoring the actual development, which I have a bit of a habit of doing.

I did try to keep the battle music escalating throughout it all though, but did just run out of it by the end. Had to bring in a 2k3 track I like for the secret boss ;)

Scima Invasion Crew

Honestly it may not even be possible without just resorting to attack-attack-attack!

Might need to throw in a Recover All once or twice to give the player a chance! We'll see once I release it anyways. Am fairly sure I've got everything covered by now and the balance/playtime seems fine, so will release it tomorrow and you can let me know ;)

Scima Invasion Crew

Well the problem with the boss rush mode is that it's one boss after another with no crew changes, restocks, recoveries or breathers, whereas the "story" mode allows time between all the bosses to prepare. Boss Rush just fires you straight into the next one!

Scima Invasion Crew

Yeah, the play time for SIC is pretty short (averaging around 30~40 mins now) but it's designed to be freely repeatable. You can play it once and leave it forever just fine, as there's only one direct "ending", but with up to ten unique classes to use and three different paths to the ending (each with two different bosses) you can play a second or third time without feeling like you're just doing the exact same stuff.

There's a total of ten bossfights, but unless you're planning on backtracking you'll only see six in any given playthrough. The gear from boxes and drops are also random, and completing it reveals passwords to get some starting gear to make the next run start smoother...as well as how to unlock the Boss Rush mode which honestly; I can't beat!

Scima Invasion Crew

After releasing the Wee Hero demo I wanted to just take a quick break. My goal was to have this project finished within a few days (but got lazy andd did nothing the second day in~~)

This project was just to scratch an itch really. Like with Wee Hero, I'm just trying to work my creative process, so it's good to jump all over new ideas.

As for stories?! Well Wee Hero is designed to specifically have no story to be open-ended. This has no story because I was feeling lazy, and focussed more on the battle system.

Either way, glad you approve! SIC will be out soon, tomorrow probably. Am just still trying to balance everything out, and just have to remove the platforming because it kept refreshing stats D: