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Cataphract OI
I feel like people have been sleeping on this one - even though it's more of a proof of concept than anything else, it's probably one of the more interesting tactical puzzles I've run into in an RPG Maker game. That's not easy with such a minimal design - I feel like a lot of more traditional RPG Maker games could take notes here when designing their own combat systems.
A few more specific comments under the spoiler:
If you ever revisit this (or if someone else picks up the idea and runs with it), I did make a mental list of stuff that I think would be cool to see (also spoilered):
A few more specific comments under the spoiler:
1) I feel like the game could've benefited from way more enemy variety - I know it was an experiment, but outside of the final boss (which I haven't beaten yet), I've run into three common enemy types and one optional mini-boss... and that's it. Since most enemies only have 1-2 moves that they spam, this did lead to fights getting a little tedious near the end.
2) This game really needs to be better at communicating what things do. Even after spending a couple hours with the game, I still don't know how Death Sensitivity is supposed to work (I'm not sure if it even triggered, or how I'd know if it did?). More importantly, you don't get an explanation of what Lash/Internal/Cave-In do until you spend your single-use item to teach them to a character, so I never felt like I was making an informed decision.
3) Actually, speaking of Lash/Internal/Cave-In... I do have some questions about how they work (despite using them a bunch). First off, does their damage depend on who uses them, or does everyone get roughly the same damage when they Lash an enemy (for example). Also, am I imagining things or does Cave-In deal extra damage to enemies that are in the Fray?
4) The grim reaper enemies near felt like absolute bullshit. The rest of the game is built on managing risk and avoiding damage entirely, and then suddenly the game introduces an enemy that ignores the whole system. I get that the idea is to add an enemy that you have to prioritize, but doing it by having it auto-hit for full damage feels cheap.
5) Another similarly cheap-feeling fight was, ironically, made up entirely of the basic skeletons. The fight with five skeletons that you can run into after jumping down the pit is a crapshoot, since there's a reasonable chance that one of them will randomly engage Guruntum and then another one will one-shot them, with absolutely no counterplay since it happened between two of your characters' turns. I think that this is a sign that the damage is too high - it should probably take two hits to kill the Supplicant so that the player can actually react to the threat.
6) Waiting instead of moving between rooms felt useful in exactly one room, and otherwise seemed pointless. I think this is another "not adequately communicated to the player" thing, since it feels like it assumes that you have some sense of enemy "patrol patterns". I've done multiple runs, including one where I fully mapped out the dungeon, and I still don't know if there's any way to avoid fights other than going around them.
7) OK, I've been pretty negative so far... but the Fray is really damn clever. It's a surprisingly physical system in an otherwise traditional menu-based combat system, and it feels obvious that this game only scratched the surface of what you can do with it (my favorite moment was in the fight with the minotaur guy - the move where it charges into the middle of the party was so dang cool).
8) The decision to make the game an escort mission was a good one. Like, you'd think that baby-sitting the White Mage would be boring, but it really made the threat management system pop. Good job there.
9) The plot was minimal, but honestly pretty intriguing? I also love that you get the choice to either let the villain monologue or interrupt them, which felt like a nice touch since the player probably only has 30 minutes or so left when they get to the final boss.
2) This game really needs to be better at communicating what things do. Even after spending a couple hours with the game, I still don't know how Death Sensitivity is supposed to work (I'm not sure if it even triggered, or how I'd know if it did?). More importantly, you don't get an explanation of what Lash/Internal/Cave-In do until you spend your single-use item to teach them to a character, so I never felt like I was making an informed decision.
3) Actually, speaking of Lash/Internal/Cave-In... I do have some questions about how they work (despite using them a bunch). First off, does their damage depend on who uses them, or does everyone get roughly the same damage when they Lash an enemy (for example). Also, am I imagining things or does Cave-In deal extra damage to enemies that are in the Fray?
4) The grim reaper enemies near felt like absolute bullshit. The rest of the game is built on managing risk and avoiding damage entirely, and then suddenly the game introduces an enemy that ignores the whole system. I get that the idea is to add an enemy that you have to prioritize, but doing it by having it auto-hit for full damage feels cheap.
5) Another similarly cheap-feeling fight was, ironically, made up entirely of the basic skeletons. The fight with five skeletons that you can run into after jumping down the pit is a crapshoot, since there's a reasonable chance that one of them will randomly engage Guruntum and then another one will one-shot them, with absolutely no counterplay since it happened between two of your characters' turns. I think that this is a sign that the damage is too high - it should probably take two hits to kill the Supplicant so that the player can actually react to the threat.
6) Waiting instead of moving between rooms felt useful in exactly one room, and otherwise seemed pointless. I think this is another "not adequately communicated to the player" thing, since it feels like it assumes that you have some sense of enemy "patrol patterns". I've done multiple runs, including one where I fully mapped out the dungeon, and I still don't know if there's any way to avoid fights other than going around them.
7) OK, I've been pretty negative so far... but the Fray is really damn clever. It's a surprisingly physical system in an otherwise traditional menu-based combat system, and it feels obvious that this game only scratched the surface of what you can do with it (my favorite moment was in the fight with the minotaur guy - the move where it charges into the middle of the party was so dang cool).
8) The decision to make the game an escort mission was a good one. Like, you'd think that baby-sitting the White Mage would be boring, but it really made the threat management system pop. Good job there.
9) The plot was minimal, but honestly pretty intriguing? I also love that you get the choice to either let the villain monologue or interrupt them, which felt like a nice touch since the player probably only has 30 minutes or so left when they get to the final boss.
If you ever revisit this (or if someone else picks up the idea and runs with it), I did make a mental list of stuff that I think would be cool to see (also spoilered):
1) Skeleton archers that can always attack your characters, but who miss if they're in the Fray.
2) Slow zombies that go after everyone else but hit super hard.
3) Bats that can't be Engaged but can't attack themselves.
4) Bomb enemies that explode after X turns and hurt everything currently in the Fray.
2) Slow zombies that go after everyone else but hit super hard.
3) Bats that can't be Engaged but can't attack themselves.
4) Bomb enemies that explode after X turns and hurt everything currently in the Fray.
Forest Life
I love what I've played so far! Everything feels quite chill. One question:
Is there a way of knowing before you cast your line that some of the fish will need better bait/a better rod? I've run into a couple fish that I couldn't pull closer to me, and I didn't notice anything different about them visually.
Is there a way of knowing before you cast your line that some of the fish will need better bait/a better rod? I've run into a couple fish that I couldn't pull closer to me, and I didn't notice anything different about them visually.
NIRAVASI
This looks awesome. I'll have to give it a download (and maybe a recorded playthrough?) when I'm on a computer that can run it without having to do backflips. :p
Ariela
author=moge
You managed to finish the game with just level 7? Wow, that's impressive! To be honest, I didn't expect anyone to be able to complete the game with such a significant limitation, as it's quite challenging to do so.
When I died to the first boss a few times (since you NEED a particular move to take it out), I figured that the game was best approached less like a normal JRPG and more like a puzzle. After that, most of the boss fights involved one or two quick experimental runs where I'd figure out what I'm supposed to do, and then I'd blow through the boss in my next one.
If I have one design complaint about Ariela, it's that most of the bosses deal WAY too much damage when they hit you unless you figure out the right strategy for dealing with them — the one exception was the Necromancer, which was probably the best boss in the game in terms of strategy/gameplay, since you were allowed to mess up and make suboptimal moves without dying.
I look forwards to the new update — if I can suggest one small change, could you possibly have the game prompt you to save after the intro cutscene? I didn't save before fighting the first boss the first time I played, and it was a little frustrating to have to sit through the intro again (it's a fun intro! It's just that I don't really want to see it multiple times in a row :p).
Red Room
Catherine and the Spirit World
Ariela
My response to your observations to my thoughts:
2. I did actually spam Fire/Ice Blade... but it didn't really feel like the fight was going quickly because I'd solved the puzzle, if that makes sense. My point was more-or-less that you can't lose if you have the right accessory on, so what attacks you use is pretty pointless.
4. I found Defend to be really useful in general (probably because I was hilariously underleveled for most of the game). Taking off a single turn to only take a quarter of the damage you'd normally take for the rest of the fight meant I could go longer without healing, which meant that I had enough money to go into the Nox fight with 12 Max Potions without really needing to grind. :p
5. That's a good point. I still think that the Zombies are a better mana-grinding enemy despite the lower returns, though, because they rarely could hit me and generally failed to deal much damage if they did hit. And hey, it meant I didn't have to worry about the traps.
4. I found Defend to be really useful in general (probably because I was hilariously underleveled for most of the game). Taking off a single turn to only take a quarter of the damage you'd normally take for the rest of the fight meant I could go longer without healing, which meant that I had enough money to go into the Nox fight with 12 Max Potions without really needing to grind. :p
5. That's a good point. I still think that the Zombies are a better mana-grinding enemy despite the lower returns, though, because they rarely could hit me and generally failed to deal much damage if they did hit. And hey, it meant I didn't have to worry about the traps.
Ariela
I had a lot of fun with this one! I really liked the puzzle-y approach to all of the fights, and how that mattered more than raw stats — I actually beat the final boss at level 7 on my first playthrough with some well-timed healing (it took forever).
Some spoiler-y thoughts:
1. I still don't know what the switches behind the Efreeti are supposed to do. Did they open the door behind the Knight?
2. Because of how puzzle-y the fights are, a bunch of the bosses ended up feeling like they had too much HP, the big culprits being the two Efreeti (who can't hurt you if you have the right accessory on, meaning you can just spam the Attack command at them until they die) and Nox (I legitimately got bored halfway through fighting them because it took so dang long to chew through their health... though that might be a result of me facing them 3 levels early...)
3. In general, I wasn't a big fan of the Nox fight. Most of the fun in the fights in this game comes from experimenting, finding the one trick that absolutely dumpsters that enemy, and then destroying them (it's cathartic!). And then you get to the Nox fight, and it's literally just "Defend at the start, spam the Attack command, and drink a potion whenever your health drops below 30hp". It just kinda felt anticlimactic. I wish it had been more like the Necromancer fight, where there was a little puzzle involving whether or not you wanted to clear out the zombies.
4. The Defend command was hilariously overpowered and carried me through the entire game. OK, I'm exaggerating a little bit, but it felt like I started every fight where I couldn't just one-shot the enemy by Defending.
5. I really liked how Zombies were so exploitable (Mana Drain -> Celestial Strike takes them out with minimal fuss for most of the game, and nets you +8 MP, money, and XP every time you do it). It felt really appropriate that Ariela would just beat up a bunch of Zombies every time she needed a pick-me-up instead of taking a nap or whatever.
Anyway, I really enjoyed it, and wish I had thought to record my first playthrough. I might still throw up a recording of me fighting the boss at low levels, if only to show off how much health that dang guy has. :p
Some spoiler-y thoughts:
1. I still don't know what the switches behind the Efreeti are supposed to do. Did they open the door behind the Knight?
2. Because of how puzzle-y the fights are, a bunch of the bosses ended up feeling like they had too much HP, the big culprits being the two Efreeti (who can't hurt you if you have the right accessory on, meaning you can just spam the Attack command at them until they die) and Nox (I legitimately got bored halfway through fighting them because it took so dang long to chew through their health... though that might be a result of me facing them 3 levels early...)
3. In general, I wasn't a big fan of the Nox fight. Most of the fun in the fights in this game comes from experimenting, finding the one trick that absolutely dumpsters that enemy, and then destroying them (it's cathartic!). And then you get to the Nox fight, and it's literally just "Defend at the start, spam the Attack command, and drink a potion whenever your health drops below 30hp". It just kinda felt anticlimactic. I wish it had been more like the Necromancer fight, where there was a little puzzle involving whether or not you wanted to clear out the zombies.
4. The Defend command was hilariously overpowered and carried me through the entire game. OK, I'm exaggerating a little bit, but it felt like I started every fight where I couldn't just one-shot the enemy by Defending.
5. I really liked how Zombies were so exploitable (Mana Drain -> Celestial Strike takes them out with minimal fuss for most of the game, and nets you +8 MP, money, and XP every time you do it). It felt really appropriate that Ariela would just beat up a bunch of Zombies every time she needed a pick-me-up instead of taking a nap or whatever.
Anyway, I really enjoyed it, and wish I had thought to record my first playthrough. I might still throw up a recording of me fighting the boss at low levels, if only to show off how much health that dang guy has. :p
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