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Undying Eternal
Undying Eternal
A Legionwood/One Night hybrid sounds awesome. I also approve of not making characters as customizable as in Legionwood, it was fun, but I don't think it would have fit in this game.
Anyway, I checked the manual. The lack of elements sounds interesting. Most games uses elements poorly, so you not relying on them is promising. The roleplaying elements don't make me as exited as the mechanical elements for some reason, despite them being listed as a big deal. They don't make me worried either, so it's all good.
I think I'll list some observations and predictions I made about equipment.
Spears seems like they can become caster weapons. Casters aren't that likely to care about the low attack, but if the speed boost also affects magic then casters can use spears to cast magic faster.
Guns are also a potential caster weapon. Considering the reason given for them to raise evasion, they shouldn't affect evasion if you're casting a spell, but if they still do then guns are basically a free evasion boosts for characters who don't care about attack. Magus Auria is the most likely candidate for not caring about attack, but if attack is still important for her then this will be a non issue.
Melee weapons lower evasion, but that will only matter if evading is something very important. If I say have a 10% chance of evading and melee weapons lower it to 0, I don't see it mattering. However, if evading is something very common, say characters will in average evade half of the attacks, then an evasion penalty is going to hurt.
In most RPGs, fighters will have higher physical defense and casters will have higher magic defense. However, there's rarely a mechanic in place that makes physical defense more important for fighters and magic defense more important for casters. Further, taking consistent damage in RPGs is seldom a problem, the problem is spike damage. To avoid spike damage, the best strategy is to balance physical and magic defense which may mean giving casters heavy armor and fighters cloaks. Alternatively, one damage type is more common than the other (usually physical) thereby making the best strategy to stick with one armor type for all characters and maybe switch right before some boss battles.
Gloves and shields seem to me to make swords a bit redundant. Instead of having a sword and then adding a glove for more attack, you can swap the sword to a melee weapons and also get a higher attack. Heck, the sword and glove combo seems very similar to melee and shield combo. The Gun and glove combo (which makes no sense) also looks similar to the sword and shield combo as the glove compensates for guns having less attack while the evasion bonus of the gun compensates for the lack of a shield.
Anyway, I checked the manual. The lack of elements sounds interesting. Most games uses elements poorly, so you not relying on them is promising. The roleplaying elements don't make me as exited as the mechanical elements for some reason, despite them being listed as a big deal. They don't make me worried either, so it's all good.
I think I'll list some observations and predictions I made about equipment.
Spears seems like they can become caster weapons. Casters aren't that likely to care about the low attack, but if the speed boost also affects magic then casters can use spears to cast magic faster.
Guns are also a potential caster weapon. Considering the reason given for them to raise evasion, they shouldn't affect evasion if you're casting a spell, but if they still do then guns are basically a free evasion boosts for characters who don't care about attack. Magus Auria is the most likely candidate for not caring about attack, but if attack is still important for her then this will be a non issue.
Melee weapons lower evasion, but that will only matter if evading is something very important. If I say have a 10% chance of evading and melee weapons lower it to 0, I don't see it mattering. However, if evading is something very common, say characters will in average evade half of the attacks, then an evasion penalty is going to hurt.
In most RPGs, fighters will have higher physical defense and casters will have higher magic defense. However, there's rarely a mechanic in place that makes physical defense more important for fighters and magic defense more important for casters. Further, taking consistent damage in RPGs is seldom a problem, the problem is spike damage. To avoid spike damage, the best strategy is to balance physical and magic defense which may mean giving casters heavy armor and fighters cloaks. Alternatively, one damage type is more common than the other (usually physical) thereby making the best strategy to stick with one armor type for all characters and maybe switch right before some boss battles.
Gloves and shields seem to me to make swords a bit redundant. Instead of having a sword and then adding a glove for more attack, you can swap the sword to a melee weapons and also get a higher attack. Heck, the sword and glove combo seems very similar to melee and shield combo. The Gun and glove combo (which makes no sense) also looks similar to the sword and shield combo as the glove compensates for guns having less attack while the evasion bonus of the gun compensates for the lack of a shield.
What ever Happen to this game
There is an English demo, but it's not very long. Other than being absolutely gorgeous, a notable trait about this game is that you have full control over the status point distribution and there's also skills you can level up. The system was very broken, but rather fun. I wonder how the system works out nowadays.
Also, the main character has already been part of two (I think) stories written by the author before the game begins, so there's quite a bit of backstory to get trough.
Also, the main character has already been part of two (I think) stories written by the author before the game begins, so there's quite a bit of backstory to get trough.
Undying Eternal
This game seems to have a great atmosphere and the setting seems simple, but interesting.
Will you be able to powerbuild the heck out of the characters like in Legionwood or will character strength be more controlled?
Will you be able to powerbuild the heck out of the characters like in Legionwood or will character strength be more controlled?
VX's dash feature
I don't think you should slow down the move speed to force the player to take in the scenario. I'll use Vision and Voices as an example of why.
In V&V more dungeons would be unlocked and more chests would spawn every time you rest. That gave me a reason to want to explore. The game also had two movement speeds. However, when I went looking for new things, I didn't use the slower speed, I ran at full speed and simple stopped if I wanted more time to look at something.
Now, imagine if V&V did not have the dash speed. This would have made exploring take much more time and to counter that, I would have explored less. Chance is I would have rested until the final day and then done all the exploring so I don't have to go trough anything multiple times. Considering how feats work, this would have been bad. Also V&V is fairly atmospheric. It's not the most atmospheric game I've played, but it does get the "something is wrong" feeling down just right. However, had the game forced me to move slowly, I would have spent the time being annoyed at the slow movement speed rather than taking in the atmosphere.
You can claim that what I said is just hypothetical since V&V does have the dash speed, but the negative reactions I claimed are reactions I had to other games which actually forces me to move slower. Moving slow makes me unwilling to stray of the main road since doing so takes to much time and the annoyance becomes like an atmosphere in itself.
Even if we factor out backtracking, I'm very skeptical to the idea that moving slow makes me notice more. When I see a crossroad, or something else that makes multiple objects on the map interesting, I will look at all points of interest. However, once I've decided on a path, my eyes will be focused on said path. There's even the chance that the slower I walk, the more focused I become at the main path since a mistake takes longer to repair.
I can give myself all the time I need to notice details and take in the atmosphere simple by letting go of the directional keys. Try to stimulate me into taking a look around instead of attempting to force me into doing so. When playing a game I'm supposed to struggle against the challenge the game provides me and not against the game itself.
In V&V more dungeons would be unlocked and more chests would spawn every time you rest. That gave me a reason to want to explore. The game also had two movement speeds. However, when I went looking for new things, I didn't use the slower speed, I ran at full speed and simple stopped if I wanted more time to look at something.
Now, imagine if V&V did not have the dash speed. This would have made exploring take much more time and to counter that, I would have explored less. Chance is I would have rested until the final day and then done all the exploring so I don't have to go trough anything multiple times. Considering how feats work, this would have been bad. Also V&V is fairly atmospheric. It's not the most atmospheric game I've played, but it does get the "something is wrong" feeling down just right. However, had the game forced me to move slowly, I would have spent the time being annoyed at the slow movement speed rather than taking in the atmosphere.
You can claim that what I said is just hypothetical since V&V does have the dash speed, but the negative reactions I claimed are reactions I had to other games which actually forces me to move slower. Moving slow makes me unwilling to stray of the main road since doing so takes to much time and the annoyance becomes like an atmosphere in itself.
Even if we factor out backtracking, I'm very skeptical to the idea that moving slow makes me notice more. When I see a crossroad, or something else that makes multiple objects on the map interesting, I will look at all points of interest. However, once I've decided on a path, my eyes will be focused on said path. There's even the chance that the slower I walk, the more focused I become at the main path since a mistake takes longer to repair.
I can give myself all the time I need to notice details and take in the atmosphere simple by letting go of the directional keys. Try to stimulate me into taking a look around instead of attempting to force me into doing so. When playing a game I'm supposed to struggle against the challenge the game provides me and not against the game itself.
Legionwood: Tale Of The Two Swords
You still only need to press left. Maybe it doesn't work in an older version though. If you have anything remotely new though, you can just press left to unspend AP.
Legionwood: Tale Of The Two Swords
For the number guessing puzzle, Ark will tell you whether you guessed to high or to low. Start with 50, doing so will let you eliminate at least 49 numbers. Then go with 25 or 75 depending on whether Ark says to high or to low. Keep selecting a number that's in the middle of the possible numbers. With that method you should get the right number after 7 guesses or less.
To recover AP, just press left on the AP menu.
To recover AP, just press left on the AP menu.
Legionwood: Tale Of The Two Swords
author=Omni
Um... I can't go to the AP screen.. help Please?
Did you enter the status menu and then press A?
These Heavens for Rent: Let's Play Vacant Sky
I think that speed build refers to builds that puts a considerable amount of points into speed rather than every point there. If you just put points into speed then you have no offense. Heck, defense can also be "proven" useless by putting all points there.
I do wonder how good speed is though since I went with a defense build. My experience with speedy companions such as Seri is that they end up dodging most attacks, but when they do get hit they eat damage spikes.
I do wonder how good speed is though since I went with a defense build. My experience with speedy companions such as Seri is that they end up dodging most attacks, but when they do get hit they eat damage spikes.
Define your Numbers
Also, number of different weapons should be number of status attributes multiplied with number of elements, number of armors should be status attributes * status effects and number of consumable items should be elements * status effects.
But seriously WolfCoder, are you trying to make your advice sound as random as possible?
But seriously WolfCoder, are you trying to make your advice sound as random as possible?













