ELIMINATOR'S PROFILE

Search

Filter

Final Fantasy Blackmoon Prophecy II

Thanks, that fixed it. Now I'm at Mt. Houzell and the game locks up at the event in the boss room. I enter, the music starts, then the event is on infinite repeat and the screen keeps panning up with the music restarting (the game doesn't progress).

Final Fantasy Blackmoon Prophecy II

The door in Mt. Zahg to the crystal isn't opening. I beat the boss. I think it might be a passability issue or switch. Also, there are several passability issues in the dungeon on the bridges which prevent me from getting some of the chests.

Final Fantasy Blackmoon Prophecy II

I didn't notice it before, but man the world map music is loaded. I left the game running in the background and was pleasantly surprised.

Demo #2 Feedback Questions

1. I haven't experienced any crashing so far.

2. The game does get more difficult around the time you get Hautley, and that's mainly because he is so overpowered. His multi-target spells deal much more damage than anything Zephyr or Reiner can do at that time, and I feel that encounters rely on abusing these spells in order to win without getting near wrecked. Having the ability to avoid all random encounters on the world map by using chocobo makes things harder, but that's just me and I sometimes hate random encounters.

3. I haven't finished the demo yet but I'm in Kaipo and I've barely noticed a change in shops inventory. It came to a point where I almost ignore them in every new town I come across.

4. Not really for equipment. However getting monsters for the Augurers is a grind fest, which is why I'm going to stop using Zephyr and Reiner.

As for the music, I agree that the chocobo theme from Lightning Returns sounds better. In fact, I would love it if you used more obscure music from FF titles instead of the most common ones (how many times have I heard Terra's theme in a fangame...I lost count). The world map theme is a great example. And I hate to bash original music, but the Lindblum City theme makes my ears bleed.

Great game though, so far! I admit I didn't like the first that much but this is already looking miles better.

Preference on Dungeon Length

TBH I think the dungeons are the highlight of your game, at least the two big ones in the latest version. Good length, good pacing, many things to do, puzzles, minibosses...it's all there. In fact, I could go as far as to say that future dungeons should actually be longer (as in, Zelda length).

Many games have piss poor dungeon design because, while the dungeons are long, they're boring. I just can't have fun in a dungeon that's nothing more than a labyrinth with nothing else to do. Final Fantasy does this a lot, random encounters not helping the case.

Lakria Legends

In the new demo, I can't cross the bridge on the mountain on the second screen. Looks like a tile problem.

Lakria Legends

Thanks, I made it through. I just finished the demo actually. Thoughts...

Loved the game, even if it started slow and took a while to actually get going. The story's cliche but I guess it's charming. You did a fantastic job with creating the world, especially aesthetically. I also liked how there is no world map and everything's connected through area maps...it made the world feel bigger and more alive.

The big dungeon was fun, and a great example of how dungeons should be made. Not an annoying labyrinth, but a series of rooms with several puzzles and things you need to activate or obtain in order to progress, similar to a Zelda dungeon. Can't wait to see the other dungeons.

I don't mind the use of mp3s and actually prefer it over midis.

One big complaint, the holding shift to run is sort of annoying. I know you state not to hold shift when performing an action, but sometimes this is hard to do since I'm always running. I've bugged the game several times on accident and had to backtrack to fix the problem. Unless you have something in store for later where the player has to alternate between running/walking, I don't think this is necessary. Maybe make it auto-run, with shift causing you to walk instead...or make a menu option that alternates between the two.

Another nitpick is the frequency of random battles, and how easy/boring they all are, but you did say somewhere you're fixing that a little bit. Still a bit strange to see enemies sometimes on the screens (the crabs) while others are random. The boss fights were okay, but the big boss was actually pretty fun.

All in all, I enjoyed what I played, especially in my RPG starved self. This is an amateur RPG done right, so keep up the good work and I'll be waiting for the full game!

Lakria Legends

So I'm having trouble progressing through the forest dungeon, apparently I need bombs to blow up some walls/rocks, but I don't have any left. I completed the sidequest where you find the four soldiers, and the red soldier that gave me the bombs originally is now gone. I've run around all over looking for more, still can't find them. Am I missing something?

Notes on the Etgoesian Crisis: Plus

So I just submitted a review. I may have to revise it a bit later on to be a little more specific. Especially after re-reading it, I found that I seem to be mentioning NotSMW and praising it quite a bit.

Speaking of which, I found the old RM2K3 version of it on my computer and decided to replay it after finishing NotEC. Funny how after finishing it I found that I like it even MORE than when I first played. I think I realize now what made the game pure brilliance, it's unfortunate that I'm probably one of the only one few people that feels this way (I went back and read the reviews). Keep up the good work Eike.

Notes on the Etgoesian Crisis: Plus

Just finished this. Loved it, might write a review. I was a huge fan of NotSMW and I was worried it was dead, but this prequel is just as great!