DEIVIDDO'S PROFILE

Seasons for Seasons
A story of second chances and lost opportunities as the fates of a clock maker and a farm lad intertwine. Features job class system.

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Good choice using the SNES version. I definitely prefer that one.

Help with Script[RMXP]

Normally you just leave the default rgss code untouched and have your custom scripts in pages below the default pages, but above Main.

Seasons for Seasons

Thanks for the comments, Dyhalto and Bulmabriefs.

The issue with the cursor came from the data compression. The cursor always worked when I tested it in the uncompressed version. None of my play testers mentioned the cursor issue, but I was able to find it when I played a compressed version.

The fileutils.rb was in the Fonts folder as a last attempt to get the auto font installer to work. I shouldn't have left it in there. I apologize for the confusion.

I have uploaded a new version of the game (v1.004) with the cursor issue corrected.

Catharsis

I just finished the RSW demo. This is an amazing game so far and I am definitely looking forward to more. Everything meshes well. Art and mapping is appealing. The battle system is enjoyable. Musical selections fit the mood well. All in all an excellent play.

The first demo is released on account of RSW

I played your demo for RSW and here are my comments.

* BUGS - I don't recall any bugs.

* TYPOS - I don't recall any typos.

* DIFFICULTY - I played up to the cave after you get Nina. I found the encounter rate to be far too high and I became frustrated. I do think that the high encounter rate is just as an old school game like this would have been, but it removes a lot of the enjoyment from a game for me. So, I suppose there is a difficult choice between an authentically old school game and a game that is more playable. If the encounter rate were lower, I wouldn't have shut the game off. I might play more later. I do want to see more of where the game is going, but that all depends on how much I can withstand all of the battles.

* MAPPING - Mapping seemed faithful to the genre. I did get lost in the caves, but that is more my fault.

* LENGTH & PACING - I'm not sure how long I played because, true to the original BoFs on SNES, there is no game clock.

* STORYTELLING - The only time I was lost was in the beginning when I had neglected to talk to the guild leader to get my quests. That was my own fault though. I didn't feel connected to the story, but I wouldn't expect to in a game like this. I adore the original Breath of Fire, but I never felt connected to its story either. It was also probably too early to get very invested.

* TRIBUTE - The game definitely had the feel of what an NES Breath of Fire might have been.
One little silly thing I noticed is that in Breath of Fire games, when one searches for an item it will say something like "Anything here?". Then it will give you the item. I didn't see your game doing that. It's a minor thing, and I always thought it was odd that Breath of Fire games did that. It might make the game a tad more akin the the series though if you threw that in.

From everything that I have seen so far, I think you've done a very good job in making an NES-style Breath of Fire fan game. It's always nice to see Breath of Fire getting some love. Keep up the good work.

FechChuDoneDay.jpg

What a pretty town.

Seasons for Seasons

Thanks, Jayje. I was glad to see some other XP projects as well. It's still my favorite maker. I'll definitely be playing your game too.

Heroes of Umbra

It reminded me of the good old Maplestory a bit as well.

I thing there's lots of potential too. The game has a great feel so far. I'm looking forward to more.

KiraStar: The Polybius Problem

I just played your RSW demo and here are my impressions.


The game is aesthetically wonderful. I love the style of it and everything seemed to mesh well. I like how the front view battlers are actually animated.

I did feel like it became somewhat of a grind though. Battles felt like they moved slowly and Dan could really only attack. I never had enough SP to use skills. I had to keep running back to the witch to buy apples. After buying a broomstick, almost all of my money went to apples. I had to enter the cave a few times before I could get to the end.

Perhaps I could have gone back to Dan's house to replenish, but that didn't occur to me until after I finished.

Overall, the game had a cute and lighthearted feel. I'm curious to see more and have subscribed.

Release Something Weekend

I just resubmitted my project after fixing a bug last minute that a play tester caught. The manage button worked perfectly fine for me. I was able to get rid of the former project and upload the new one with no problem.