GREDGE109'S PROFILE

I'm secretly hoping my computer crashes so I can give up some of these ongoing projects.
Hero Panic
Half the people disappeared, and strangers from multiple worlds have arrived -- when Rin is targeted by the city's new imperial regime, will she survive the chaos, or be crushed under its weight?

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Let's Play: Dungeon Crawl! Party of Four! - Parts 01 - 04

Oh wow, I haven't been on this site for a while. Thank you so much for uploading these! Can't wait to check them out.

Archstone, Promo Art.

Awe thank you so much, Uni. I really appreciate it!

Secret Santa 2016 Write-up

This is awesome. Once again, thank you so much Marrend for this great gift!

Let's Play: Nightmare

Awesome, thanks for doing a Let's Play and putting it up! You seemed to have fun with it.

FULL Play-through by Gredge109. Bad/Serious play-through first half, neutral ending second half.

Oh crap.

*cough*

Fixed it! Thanks for the heads up.

** BATTLE SYSTEM! ** First ever full battle against a Mini-boss!

Thank you! You've got many great ideas. The examples you mentioned at the beginning of your post, are those coming from Etrian Odyssey? I miss that game.

<status effects>

I like the status effects. I've got some similar ones implemented. One of the mage-using enemies in the middle of the game will weaken the entire party to ice on the first round, then start peppering different attacks. He's just goon, so he's pretty easy to take out. But it's at a part of a game where I'm saying, "now the training wheels are off."

I also enjoy playing around with the status effects and ability shifting like you mentioned. Most every enemy will do something to your stats, whether big or small. A lot of the random goons are more negligible, but it's enough to stop and make the player think about how they want to approach every troop.

I especially love the dirty bomb, I think I'll have to add a mini-boss that does something like that.

<item effects>

These are very handy, and I can always use more of 'em! I've got a few similar items in so far, and probably after I'm finished with these enemies, I'll go back over and tweak them.

I've also been working on adding different effects to weapons, so the player will have a choice: do I take this weapon with higher damage, or do I take the slightly weaker one that does massive damage to flying/beasts/humanoid/undead&demon enemies? That kinda' stuff. Along with those will be the other set of unique weapons with different skills: for example, I implemented a unique spear not too long ago that has one skill which attacks, ignores enemy defense and costs nothing, another skill that deals two strikes to an enemy in a row, and finally the default third skill Sweep. I think you'll enjoy playing with the different weapons available. The number of unique weapons are going up pretty high!

I got finished adding a bunch of augments and items, too. Got a couple items I think you may enjoy playing around with: Whiskey and Wine. Whiskey boosts your physical attack, but lowers your hit accuracy. Wine boosts your magical attack, but again it lowers your hit accuracy. Then there's a pitcher of alcohol, greatly increasing attack, magic, agility and luck for the entire party, at the cost of accuracy and lasts the entire battle (instead of the default 3 turn system I am using). That pitcher is a bit rare, so kind of a special occasion item.

Then I added an augment that can be equipped which negates any drunk statuses. I think I'm going to give it to Sally and see if I can turn her into a damage behemoth. The secret is to always be drunk!

** BATTLE SYSTEM! ** First ever full battle against a Mini-boss!

Oh right, I forgot to ask: do you have a way to decrease maximum HP temporarily equal to the damage dealt? In Fate Stay Night, there is a spear called Gae Buidhe which does exactly this. A character can normally heal themselves indefinitely but what happens when their max HP is reduced? Well, it means they have to end the battle quickly before their max HP is reduced to a threshold where they'll almost always get killed by an attack even with dmg reduction buffs/debuffs in place. It also means you would have to have a second Taunt/Tank to switch to when the first one is weakened too much.


There's a way to lower the Max MP temporarily through a state (either skill, item, equipment usage, etc.) temporarily. Currently I'm handling it through a status effect, such as "darkness," where the entire battlefield is shrouded in darkness and the characters all take increased damage if not cured. I do like that idea of having an enemy lower the tank's max HP! Good way to keep them on their toes... I think I may try and do something with that.

I suppose you can't really do this since your characters have like single-digit MP but attacks that damage both your HP and MP are a pretty effective player-killer as will. It means you definitely need items or a way to regenerate MP when a monster can bite off the last remaining MP you had that you were planning to use. Well, I suppose you can still make attacks that take off 1 or 2 MP.


Hmm, this is a great idea! I think I'll add this into one of my next bosses or mini-bosses. I really do like the idea of chipping off the player's MP.

Skill ideas:
<snip>


These are great! There's only so much I can do with the default ace system, but a few of these I really, really like. In fact, I'm going to implement some of them, such as that "you poisoned the wrong monster" ability!

On a side note, I just finished crafting and implementing a boss I think you'll really like, in the fourth (middle-ish) area of the game. I just got done with a fierce battle. Boss poisons, concusses, has a couple other nasty moves, buffs his own attack, and every four rounds darkness engulfs the party and requires it to be cured, otherwise you continue with severely weakened stats. Well the boss put out so much damage and status effects that my tank, Elsa, wound up dropping. Thankfully Henry had a shield that allowed him to back-up tank, though he was squishy. Managed to keep him up long enough for Elsa to resurrect and take back over. Thing is, it wasn't a damage race, it was more a... hard to explain it. A bit of an endurance? I had to be proactive with my heals and items in order to survive long enough to throw back some damage. It was intense.

Basically, it turned into a really tough fight, and I think you'll enjoy it!

Also, on a side note, I wanted to thank you for your continued support of my game! All of your feedback is very helpful!

** BATTLE SYSTEM! ** First ever full battle against a Mini-boss!

author=HikiNeet
On days like these, kids like you... should be dancing in Hell! (What I thought when I heard that Techno battle theme)


Thanks, I hope you enjoyed that funky battle music!


Hmm, looked a bit too easy but then again I'm of the opinion that a boss is too easy unless it kills someone.

Since it has a snake tail, it could also use an Acid Spit attack at your face. Can Blind and/or Poison you.

As this is a guaranteed encounter, you could also have it accompanied by some minions to make it unique compared to the random encounter version. Or not? Maybe it'd be too overwhelming to have it able to Roar and call for allies.


He's kinda' medium-difficulty, not quite at the level of a boss. He's tough compared to the usual goons! The reason I didn't make him stronger, is because in this same area he will be a random encounter, and I wanted to encourage players to put in the effort to kill him because the XP is definitely worth it!

I like that acid spit idea! I never thought of that. I think a good blind would really fit the bill!


Can the Mass-Fire attack not inflict Burn?


I can't remember the reason I chose not to, but most likely its because he became an absolute beast with burn and I couldn't keep up enough Regens on my party to beat him.

In fact when it comes to bosses and mini-bosses, my enemy patterns are set to restrain how much damage the guy can dish out. The chimera, without the limits of the enemy pattern I gave him, will completely wipe the party in a few turns, which is why I wound up limiting how much power he had. I think that's why burn needs to go... but I may wind up adding a very light burn at the end when I do my final tweaking.


Hmm, attacks that trigger when you're statused would be good to have. They come in many flavors. Weak Kill in Devil Survivor dealt more damage to status-ed targets, Death's Door reduces the HP of all sick characters to 1, and Death Call instantly kills all charmed/paralyzed/or muted characters. That's kind of incentive to cure yourself, don't you think? Though there's also the classic 'Doomed' status which instantly kills the afflicted when the duration ends.


I like that! I've got some tweaking to do still. Here's what my Seething Chimera does so far.

Cast Fire - Magical fire damage, can be used every round.
Searing - Magical fire damage to all, set to every other round, swapping with Concussive Blow.
Concussive Blow - Full power strike, causes confusion, set to every other round, swapping with Searing.
Tendon Slice - Physical damage, can wound an opponent, greatly lowering their attack and increasing the physical damage they receive for the rest of the turn.
Attack - Normal full power attack, can be used every round, but set to lower priority.


I'm really fond of auto-life ever since I fought a dracolich boss. Just when I thought I had killed it, it revives. It's a nasty surprise. Then there's a two-headed Zombie Hydra I fought. It's gimmick is that its heads each have their own HP bar and action. But you can't kill one head and make the battle easier on you because the other head will full-revive it in a few turns. So to beat it, you need to reduce them both to low HP and then kill them both in the same turn.

A monster's death doesn't mean you're safe. I also love "If I'm gonna die, I'm taking you with me/doing as much damage as I can before that happens." It's pretty cool when characters in fiction are heavily outnumbered, wounded, and tired but manage to slaughter a lot of enemies before finally being taken down. Basically, a killed monster will deal one final shot at you when it dies. It might stab you when you don't expect it, it might use its last breath to buff or heal its allies or debuff you, and it might even do something like explode in your face.

Heck, you can even have a monster that activates a Determination Last Stand state when you deal a lethal hit to them. The way it works is that they'll have 1 HP no matter what you do to them until the duration of the status ends at which point they'll instantly die. So the only way to stop them without incurring damage is to immobilize them with a status.


I really like these ideas! I'm finished with the mapping now and I'm working on all of my monsters and encounters. I'll have to see what I can add for some of these concepts.

Thank you for your feedback! Keep it coming!

Quest for the Peace Sword by Gredge109.

I'm glad you all enjoyed my contribution to this perfect and unblemished game. As you can tell, several hours of sweat and tears went into the conception of this art piece, and I feel it paid off in the end.

Let's Play: Revenge of the Fallen

Woaw, it sure is a surreal experience seeing someone do a Let's Play of a project you worked on. Thank you!
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