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An update on development

Looking for pre-transparent battlers

Use GIMP; is the GNU version of Photoshop

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author=Link_2112
You should try and introduce a run button on shift, if you have nothing else assigned to that button. I would agree that some parts are better played with the slower speed, but locking the player into that speed for the entire game is the problem.

Don't forget to add a savepoint at the fire when you first gain control.


I don't think I'll be adding a save point at the fire spot. It just seems... no.

I'll look into the running button.

author=Link
It wasn't because of a bug. I just didn't see where to go next. From memory; I beat the wolves, there was a bear in the next map I think, I started seeing bug enemies, on the second map that has bugs on it I hit a dead end. I followed the edges and couldn't find a way to go. I tried going back to the fireplace and when nothing new happened I quit.


In the map with the moth and bug, near the wall you'll see a ledge, press enter and jump to the left.

author=Link
Well, I think it was after the wolves? but at some point the squire starts talking to himself about the killer. He seems to mudder some kind of enchantment "oh goddess of something....eyes...." then he seems to know for a fact that the killer is in the forest? or something about the killer? I dunno, that whole monologue didn't make sense for me. It's like all of a sudden he gets information that he must keep from Lord Jerkface. It seemed like he used some kind of power to magically gain information. All seeing eyes? haha I dunno


Nothing like that. This guy is a zealot, so he's always praying; he was just elevating a prayer to the goddess.
The paladin is a guy who hates complications; Trent is just trying not to mention the animals being violent. He needs to explore a bit more.

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Thank you Link, for taking the time to look into it.

I am aware of the battle problem and realize that it is my weakest point. I already included some things (like skills, funny you should mention that), that hopefully will make the battles more interesting; we'll see.

Walking speed: I will change it; the consensus is "Wah, it sucks, I want to breeze through the map", so I'll change it.

The ATB was also changed, so that it is more visible.

I added a skip intro option.

It wasn't clear to me from your post if you hit a dead end because you encountered a software bug, or after killing some forest bugs, lol. You can PM and describe what you did, and I can give some pointers, if you're still interested.

Oh, also, I didn't understand the part about the squire foreseeing the future. What gave you that impression?

Requesting Feedback

Thanks for the feedback!

1. Thank you, I've aimed for that.
2. Yes, those are custom faces. I dig the style, and even though I was a fan of anime, and I guess I still like it to a certain point, I don't want to manga-nize them.
3. Thank you; I do believe the story is interesting. I'll proof-read again soon.
4. I'll try to see if I can do something about this.
5. No random battles. Yes. Fucking hate the thing.
6. Hm, I am able to defeat the Stone Lion at level 6, but it isn't an easy fight. Let me know if it needs to be toned down.

Oh, sorry, the demo ends after you defeat the Lion...

Character-Specific Battle Bonuses!

Just one thing:

While Maddy and Haddy have the chance to perform their Battle Bonuses only once (While HP/MP is at 100%), Fergus and Meera have more leeway to do so (Under 20% on each attribute). It seems disbalanced.

You could probably have Maddy and Haddy perform their abilities while over 80-90%...

OMEGA TESTING

I'm thinking about the seemingly random HP amount for the last boss. Is each digit a reference to a Final Fantasy, where a part of the boss is taken from?

I... don't know, maybe?

O_o

Video Size

Hmm, nice suggestions Link.

I don't know if this is ALREADY in the engine, but a way to find out the order of the party would be a very welcome addition.
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