FOMAR0153'S PROFILE

Hi I'm Fomar0153. I like working on the gameplay aspects of video games.
A Stolen Love and the Fo...
A long-awaited marriage ceremony is interrupted by the archdemon of rebirth, intent on keeping her vow to your lover.

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The Grumpy Knight

Oops misunderstood which fight. I thought you meant the 3 Medusas. Kill them in the order of youngest to oldest, the oldest sibling only counters anyway. Not sure who you mean by Veronica, if you mean the thief in the dungeon then she can be recruited at anytime:
http://rpgmaker.net/games/4844/helpunlock/

The Grumpy Knight

Have you spoke the Queen? To trigger the night scenes just speak to the maid after beating any of the shadow bosses.

In Search of Immortality Review

Oh wow, thank you for the review and calling Immortals your favourite rpg maker game is exceedingly heart warming. Thank you.

The Grumpy Knight

Glad you both enjoyed it and thanks for the review ArtBane.

Media Madness Month

Dead Moon Night

When I do get some time to fix the last few bugs I'll tone down the number of battles. But really pleased you enjoyed it.

In Search of Immortality

author=Skie Fortress
- Why can't Isaac actually use the item command? It's a waste to have to remember combinations and then remake items in the heat of battle when there's already items made. But I do like the stash command. Better than having to remember over and over.

Because originally every character was going to have their own item command. But only Isaac's made it into the final game which was because it doubled up as his skillset.

author=Skie Fortress
- Enemies with multi-hit AoE spells were particularly annoying. That was what killed me with the bats in the cave. That lightning spell is pure murder. I would have cooled it on the amount of those that existed. Or lowered the amount of hits. Multiple hits were just annoying since damage popups were rather cumbersome.
- I notice that Ellis' decoy only nulls one hit, which means he'll still get wiped out by a multi-hit spell unless you stack up decoys.

Multi-hitting was my way of clearing Ellis's decoys. But given the universal panning of the bats, I will tone them down for the next release.

author=Skie Fortress
- I liked that HP was fully recovered after battle. Makes it easier to just go all out with commands and options rather than fight a war of attrition. Nice choice there.

I've really gone off battles of attrition. When I first played a game with this feature I thought I would hate it but I loved it.

author=Skie Fortress
- There's a huge disparity in damage done to enemies at some points. Some enemies only take 1-50 damage, while others take 200-500 damage, yet both will go down at roughly the same time. It's kind of misleading I think.

It's just high def enemies, they die really quick if you debuff them. It was my way of trying to allow all the characters to have a use in battles. Isaac was my main debuffer.

author=Skie Fortress
- I didn't have any problems with Alma and Ezekiel's mechanics, nice ideas there.

Thank you, though I think next time Alma will focus more on constructions and less on kits.

author=Skie Fortress
- Some of the equipment obtained seems a little suicidal to bother using. What were your design thoughts there? I'm curious.

I'll go through the thoughts behind the personal mods where this might be the case.

Isaac
Wildling - Isaac can reach silly speeds with this mod, more than enough to scrounge two or three times and mix.

Ellis
Wraith - Combined with his decoys this does allow for a lot of damage mitigation.
Light Armour & Heavy Armour
Ellis starts with 40 Def so assuming an enemy has 20 attack he will take 60 damage or 15% of his MHP.
With Light Armour he'll have 20 DEF so assuming an enemy has 20 attack he will take 80 damage or 10% of his MHP.
With Heavy Armour he'll have 80 DEF (cap) so assuming an enemy has 20 attack he will take 20 damage or 20% of his MHP. However you'll be able to equip 4 Def- mods without lowering his DEF which might make up for the HP loss, depends on your playstyle.
With both armours he'll have 80 DEF so assuming an enemy has 20 attack he will take 20 damage or 10% of his MHP.

Ezekiel
Toy Hammer - combine with def- mods without having to worry so much about Ezekiel.
Giant Hammer - combine with Def+ or HP+ to make Ezekiel the tank.
Cursed Hammer - combine with Def- to make Ezekiel pure raw damage dealer.
Normally he'll have 60 DEF so assuming an enemy has 20 attack he will take 40 damage or ~6% of his MHP.
Beserker - he'll have 30 DEF so assuming an enemy has 20 attack he will take 70 damage or 5% of his MHP.
Juggernaut - for making Ezekiel a tank.


author=Skie Fortress
Other than that, nothing else really stood out to me to bother mentioning. I'll keep playing because the characters just amuse me so much. I hope they show up in another Arum universe game sometime!

In the current plan, all of the Immortals characters will be playable again but we're talking a few months until we even start that game.

In Search of Immortality Review

I really enjoyed the review, while you didn't enjoy the battles much, your comments were valid and constructive which means they're the best kind and I'll do my best to address them. First let me begin by saying I agree with this comment completely, "too ambitious for the limited time in which it was made."

Alma's kits didn't turn out as well as I'd hoped. I think the trouble was you didn't get the better kit skills until you had the Rifle and the rifle was just better. I'll probably power up the kits in the next release and rework them for her next appearance.

In my original plan every character would have had a different item command and Isaac's lack of skill sets was made up for with his unparalleled item proficiency. Sadly the other item commands were cut due to time. Alma and Ezekiel's weren't ever final but Ellis would have had the power to use an item instantly once per battle i.e. use any item and then have another go.

Ellis's ability to use decoys matched my vision but his time illusions fell short. Originally if you boosted his AGI you could prevent even bosses from ever having a turn, I rebalanced it but I think it hit it too hard. If you boost Ellis's speed then he can still get some use from it though.

I never aspire for my battles to be slow. I like my games to be quick paced. The equipment system is more of a slight development of the previous iteration of it in Dead Moon Night. Which was more a twist on having a weapon and multiple accessories. I had wanted to play with it a bit more but deadlines.

On the subject of feature bloat the only feature I would have liked to have added would have been a difficulty system (I've since done the script for it) so it'll almost certainly appear in the next version. I think the out of battle crafting would have been more useful if I'd finished the individual item commands but as it currently stands I do see your point.

As for the super boss... I was too locked into the two solutions I'd built in for him (as I was trying to design him as part puzzle boss) and completely forgot that Alma had piercing skills. The other two testers also didn't use them. I made the boss's def 100 for nearly all damage to be reduced to 1 and made him immune to Defence down but forgot about armour piercing. Thanks for bringing this bug to light, I'll make sure I fix it for the next version.

You picked me up on most of the points where I felt the combat was weakest. Hopefully in the next version if you try it, you'll feel they've been suitably addressed.

I will just mention the comparison you made, you're not the first to make it and I've played two of his games so I do know why the comparison exists. We have similar ideals when it comes to characters but I think we diverge on our desired audiences and implementation of ideas.

In terms of influences (sticking strictly to RPG Maker games), A Blurred Line, Phylomortis Avant Garde and Kinetic Cipher would probably be my biggest three.

Anyway once again thank you for taking the time to write such a detailed and above all helpful review, it will influence the next version of the game, so thank you.

In Search of Immortality

author=SummonOfYuna
This is one of the rare rpgmaker games where I truly feel like the characters are unique AND fun! They are so different and likeable in their own way. I especially loved the banter between them and the *love story* at the end (hehe...)

I also enjoyed the gameplay a lot, although I feel like the cap for agility seems to be a bit too high. I pushed Isaac's agility over 230 and it's a little insane how many turns he got, I actually had to tone it down, if I ever wanted to get a turn on my other chars (I don't think I even got to learn more than 2 new attacks on Pudding)

Great game, if a little on the short side, but for the amount of time you spent speeding through it? You have my utmost respect.


Pudding only gets 2 more attacks, so you got the lot. I think next time I'll lower the Agi cap as I know exactly what you mean with his agility.

Anyway really glad you enjoyed the game and thanks for the feedback.

rpgmaker.net needs your help (again)!

Maybe on our date Kentona we could stop by the code?

if ($username == "Fomar0153"){
echo 'Fo<img src="http://rpgmaker.net/media/images/icons/makerscore.png">ar'
} else {
echo '<img src="http://rpgmaker.net/media/images/icons/makerscore.png">'
}

Fo
ar would be best.