MERLANDESE'S PROFILE
Merlandese
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Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.
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Fundamental RPGology Thread
author=azalathemad
I tend to play RPGs with unusual battle systems, like Valkyrie Profile, Last Remnant, Resonance of Fate, the entire Romancing Saga/Saga Frontier series...
I'm also a massive fan of Tri-Ace and Kawazu battle systems! RoF is killer.
I guess here are my notes. They may be a bit sloppy, so take care when reading!
Game 01A, 01B, and 01C
3xT by Treason89
QUICK SUMMARY
This game showcases three different systems but never tries to consolidate them. I would have liked to see all three systems come together, as if to teach us three ideas and grow a new, awesome system with all three. The DOT system is less like a new idea and more like a How To of some simple--albeit useful--battle design concepts. I love math, and seeing basic equations in action is great, but it hardly falls under unique or fun.
The tri-element system has more to offer. It starts in an often-used concept of three opposing elements, but it rids the spells of MP and instead pits their uses against each other in a clever way. I think if the three type of moves went beyond simple elemental damages, their strategic value could become immense. One element could dictate mobility, for example.
The lenses system is probably the most unique of them, but also the hardest to understand. Though when you get the concept, you completely get it. There doesn't seem to be much room for strategy, although the multiple layers of ON/OFF activity that Pry uses is somewhat strategic since if you want to polarize AND select a new enemy you may have to take two turns.
The most disappointing thing for me was that they all used ATB. I don't necessarily believe that ATB is bad, but it had no effect on battles other than to make it difficult to learn the systems that were being explored. The worst part is that the only battle that really touched on the topic of turns/time did so without much emphasis on the importance. You were supposed to beat a dragon in x amount of turns, but the ATB guage worked against that by striking the player when they were trying to think which command would be best.
Since none of the games connect their design ideas, I'm going to rate each of these as three separate entries: Seiken, Almadana, and Prysmatic.
3xT: Seiken
Originality (4/20pts): Not much new happening here.
Elegance (12/25pts): Basic, yet not confusing.
Clarity (16/20pts): What needed to be done was too clear.
Depth (2/25pts): As a concept for DOT, it held very little depth.
Bonus (5/10pts): I enjoyed it as a demonstration for DOT.
TOTAL: 39/100
3xT: Almadana
Originality (10/20pts): Took a classic concept and gave it some new functions.
Elegance (10/25pts): Text boxes with number updates aren't that stylish.
Clarity (13/20pts): More clear than not.
Depth (16/25pts): Currently not too deep, but the possibilities...!
Bonus (10/10pts): Heavy tilt for potential and favoritism.
TOTAL: 59/100
3xT: Prysmatic
Originality (15/20pts): The lens aspect was original, but every other aspect was not.
Elegance (10/25pts): The best part was the visual lens in the corner.
Clarity (3/20pts): Less clear than Pry's lenses.
Depth (8/25pts): Too much variation that leads to similar results.
Bonus (2/10pts): The use of light science needs more credit.
TOTAL: 38/100
3xT TOTAL: 136/300, 45/100
Game 02: Battle System Experiment
by caparo
QUICK SUMMARY
I had fun with this, but it felt a little convoluted. The many status effects linked nicely and thematically with move titles, but even when I executed a combo of Crippling the enemy and exploiting the bonus damage, I never felt like I actually got that bonus damage--at least not enough for me to feel satisfied in the maneuver. Eventually, the strategy of chaining moves together didn't seem to pay off much more than wildly plucking whichever move I felt like doing at the time. I think if the moves had a larger impact, and if they were introduced more gradually throughout the five battles, the system would feel better.
Originality (11/20pts): Locked skills and intermingling effects felt fresh-y.
Elegance (15/25pts): A lot of reading and not a lot of organization.
Clarity (15/20pts): Info overload, but the process was clear.
Depth (10/25pts): Not as much depth as it would appear.
Bonus (4/10pts): I think it hits RPG battle basics well.
TOTAL: 55/100
Game 03: Delusions of Duty
by AegixDrakan
QUICK SUMMARY
This game was fun and had a nice duelist vibe. The excess HP made it feel a bit over-inflated, but there's definitely a sort of intelligent math strategy that requires you to whittle away HP at a faster rate than your opponent. Most of the skills connected in a cool way, but this basic battle interface didn't help. Having the skills in a list was unintuitive and didn't help guide which moves I was picking for their own capabilities and which I was picking because it was available. Plus, forethought into unlocking other moves was abandoned a lot because I couldn't always see the connection in a more spatial way. However, the concept is good in itself. The single digit damage is easy to track and easy to understand. The layers of stances and feints and buffs and all of that are a bit too hard to see at a glance, though, and sometimes I found myself setting up a set of attacks that did 0 damage because I couldn't keep track of which buffs we each had.
Originality (10/20pts): Unlocking skills on the fly!
Elegance (13/25pts): Better setup recommended than a list.
Clarity (13/20pts): Couldn't understad the layers of buffs.
Depth (10/25pts): Somehwat came down to DOT only.
Bonus (5/10pts): I do like a one-on-one duel.
TOTAL: 51/100
Game 04: Oracle of Askigaga - Duel Test
by Marrend
QUICK SUMMARY
This is fun and effective, but that's because it has already been made. It's 100% Suikoden style. It kind of gets to the heart of battles with its style, though, but lacks any real strategy. Once you know what move is associated with each text line the battles are easy. Each phrase translates quickly into a command you should follow, and since you only have three commands, it's not a real problem.
Originality (0/20pts): I've played this exact system before.
Elegance (10/25pts): The system itself is inherently elegant.
Clarity (18/20pts): Very clear.
Depth (3/25pts): Depth ends at figuring out the prompts.
Bonus (2/10pts): The system was still made really well.
TOTAL: 33/100
Game 05: Karin's Battle System
by Karin's Soulkeeper
QUICK SUMMARY
All functions were relgated to skills, which is nice. It demonstartes something kind of basic about battles. However, a lot was resting on a pre-battle setup and post-battles stats. Furthermore, Waiting was a big function. You were required to wait a lot. To use skills you had to wait for them to show up. Especially with so few skills to choose from, each turn devolved into using whatever skill was ready at the time, or wait until one came. There wasn't much strategy beyond doing whatever the system allowed you to do in that moment. Even worse were the Master skills, which basically cleared the enemies for you just because you waited long enough.
Originality (3/20pts): Nothing especially groundbreaking.
Elegance (10/25pts): Too basic to be inelegant.
Clarity (14/20pts): Almost too clear. May as well be Press A.
Depth (3/25pts): Moves are handed to you.
Bonus (3/10pts): Moo.
TOTAL: 33/100
Game 06: Mace Blue Arena
by Cap_H
QUICK SUMMARY
I think this, in all of its frustration, actually simplifies the concept of "normal" RPG battles well. Really well. This is sort of the heart of battles. The problem is that it never builds it back up to anything interesting or strategic. I went from hating this entry to liking it fairly quickly. It may not be a good game, but the intentionally under-developed system really lays bare what a lot of RPG battles are comprised of. There is a lot of waiting involved, and without knowing your enemy Charges it is too hard to win (after Saracen). This works well as another demonstration of battle basics, although it never tells us how to make it better. (Added love for a game with a "Weapon Color" name).
Originality (2/20pts): Basics reborn.
Elegance (12/25pts): Elegance in moderation.
Clarity (15/20pts): Clear, but lacks opponent information.
Depth (5/25pts): The same basic strategy every time.
Bonus (10/10pts): Heart of Design Bonus!
TOTAL: 34/100
Game 07: Game(?)
by Azalathemad
QUICK SUMMARY
This game takes some concepts of certain moves and turns them into the characters. Furthermore, each move must be used. HP and MP are the same thing, and the fact that the healer must get hit when healing an ally means that her function is not infinite. This is a really clever concept. The idea to swap items as you hit is also great, since you must touch people in a way that is beneficial. Grabbing the Fantastic Sword is the only way to beat the Titan, and giving the Cursed sword to an enemy is a great idea. The Vampire can become a resting period if she attacks herself, and the Tank can become a resting period when hitting the Priestess (as well as recovering). The Healer can also rest by healing herself, which is like getting more MP if she's already harmed. You end up with a large supply of strategy, I think. Defeating the Titan becomes a real puzzle, and the variation of enemies could create a wonderful game. And the fact that enemies are reactionary rather than action-oriented is really new. Defeating the Titan is like picking a lock. I almost had him, but one strategic mistake made it so I didn't do enough damage in the fight and he healed back to max. By then I was running low on HP/MP.
Originality (17/20pts): A lot of concepts that are new to me.
Elegance (14/25pts): Better off not a text game.
Clarity (18/20pts): Understood before Round 1 was over.
Depth (18/25pts): Would falter if characters remain same.
Bonus (8/10pts): Very enjoyable!
TOTAL: 75/100
Game 08: The Campaign
by NeverSilent
QUICK SUMMARY
I like this system, and I think it has some great potential if worked on hardcore. The Attack/Support dynamic is a nice twist, and although it's not entirely new (Thousand Arms?) it has some fresh ideas. The rows change the role, but the columns also change which enemy is available to be struck. The best moves in my mind were ones that manipulated the positioning of the enemies or the players even further, although it still fell a bit short of the potential. The idea was there, though. Even if the game wasn't polished to a point where moving enemies was useful, I could see that that the creator had that intention. I never felt like the player positions held as much strategic value as they could have. Maybe it's because all of the characters had so many moves to choose from. I never felt like Swapping was vital for a victory, even if it was necessary in its way. More battle emphasis on position and less on the actual attacks/spells might be the best route.
Originality (14/20pts): Row/column importance.
Elegance (12/25pts): Somewhat clunky in parts.
Clarity (11/20pts): Takes a little to absorb.
Depth (12/25pts): The groundwork is there for it.
Bonus (5/10pts): Not buggy and potentially engaging.
TOTAL: 51/100
Game 09: Queen of the Ring
by rosesarecrimson
QUICK SUMMARY
I like the idea of each body part having a moveset, and even hitting enemy parts. Sort of reminds me of Vagrant Story. But I can't tell if any moves are worth doing, or how they compare to others. I also never know if I'm close or far from the enemy, or if they move to or from me. It seems like a lot is clear, but it really isn't. I never felt like I was making strategic decisions, nor did I feel like I was being told all of what I needed to know.
Originality (11/20pts): Body parts.
Elegance (8/25pts): Slimes don't even have body parts.
Clarity (7/20pts): Not clear what I could do.
Depth (10/25pts): It's possible there is further depth.
Bonus (1/10pts): I was never truly engaged.
TOTAL: 37/100
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Azalathemad: Game - 75
3xT: Almadana - 59
Caparo: Battle System Experiment - 55
ArgixDraken: Delusions of Duty - 51
NeverSilent: The Campaign - 51
3xT: Seiken - 39
3xT: Prismatic - 38
Rosesarecrimson: Queen of the Ring - 37
Cap_H: Mace Blue Arena - 34
Marrend: Oracle of Askigaga - 33
Karin Battle System - 33
Fundamental RPGology Thread
author=karins_soulkeeper
I thought everyone had ace rtp here.
D'oh! Nah, I don't have any RTPs other than XP. Looks like I'll be getting this one, though! Your game is up next, just as soon as I get it running. :)
So far I've completed 5 entries, if anyone's really interested in that. XD
Fleuret Blanc.
Thank you! Glad you're enjoying it!
You can stumble your way through any safe if you like, but the clues for the bedroom safe work like this:
/ R4 / = move right four spaces
Each clue gives you a row of three of those. For example:
/ R4 / / R1 / / L4 /
But then you also have this type of clue:
/ 20 / / C / / Q /
When you collect all three rows, they might look like this:
/ R4 / / R1 / / L4 /
/ 20 / / C / / Q /
/ D2 / / U5 / / D2 /
Each column is an input for the code. If you start at the letter/number given (like "20" or "C"), then move the directions of the other clues in the column, you get the input needed. The leftmost column is the first input, the middle is the second, and the third column is the third input. :)
It's a little complicated, but it's also like that because the code isn't the same for every player.
You can stumble your way through any safe if you like, but the clues for the bedroom safe work like this:
/ R4 / = move right four spaces
Each clue gives you a row of three of those. For example:
/ R4 / / R1 / / L4 /
But then you also have this type of clue:
/ 20 / / C / / Q /
When you collect all three rows, they might look like this:
/ R4 / / R1 / / L4 /
/ 20 / / C / / Q /
/ D2 / / U5 / / D2 /
Each column is an input for the code. If you start at the letter/number given (like "20" or "C"), then move the directions of the other clues in the column, you get the input needed. The leftmost column is the first input, the middle is the second, and the third column is the third input. :)
It's a little complicated, but it's also like that because the code isn't the same for every player.
Fundamental RPGology Thread
Fundamental RPGology
Screenshot_04.png
Thoughtful_Florentine.png
I think Kant's is missing. But other than that, she should definitely appear on an episode of Hoarders. XD
Fleuret Blanc.
author=ivoryjones
Ahahaha wow whoops that's embarrassing even got Hasvers to say 'caterpillar' xD
Not a big deal. I'm a fan of caterpillars. XD
author=ivoryjones
Last question: Are you gonna make something like this in the future? This site needs more info-collecting game =D
It's likely.
author=arghThe centipede thing is the back history for a novella I intended to write, and the stone later gets used as the backstory to Last Word.I would very much like to read that novella.
Like any good darling, I murdered it after about 25,000 words. XD But I do have some written material on my main site, Twelve Tiles. I think you might enjoy "The Veterans" if anything.
author=argh
And does this mean that Last Word is set in the same universe as Fleuret Blanc, or is Last Word simply set in a universe where that tale is literally true?
Yeah, they're the same universe, you could say. Neither game has a reason to approach the connections. But the odd rules of Last Word are a byproduct of St. Lauden as a place, not as a "universe." The attitudes everyone have are byproducts of St. Lauden's isolation (a large island set in the English Channel) and its strict military government (which keep them fairly ignorant to other cultures).
In that game, they discuss The Mouth as a machine you might use on enemy forces, but the military knows well enough that the effects of that sort of weapon will only really work on its own people. As you leave St. Lauden, your adherence to what you might call "Last Word Rules" fade out quite a bit.
Fleuret Blanc.
author=Hasvers
Unfortunately, they tried that once with Eddie Murphy...
More than once, unfortunately... *Shivers*
author=Hasvers
How did you come up with the concept by the way (Fleuret Blanc, I mean, not Ben Kingsley)? You should make a kind of commentary or blog post, that would be interesting...
I never thought of doing so. There's a lot of thought that went into it, but two things really drove the creation: I wanted to make a full game within a year, and, like the Ghandi quote says, I wanted to make a game I would have liked to see in this world. Really, I'm this game's biggest fan. XD Don't let me nerd out on it too hard.
author=argh
Maybe it didn't transfer to NG+ properly? Some other points (like "enjoys cooking") were absent on my NG+ run as well and I had to rediscover them.
Maybe! I'll write that down too and be sure to look into it.
And are the stone and centipede stories based on fables like the other three (for some reason I thought of The Very Hungry Caterpillar for the second one), or are they wholly your own creations?
I never made the connection to The Very Hungry Caterpillar, but that would have been kind of clever if I did that on purpose! Damn, I missed my shot! XD
I made those two hidden stories, which is why they're the two I chose to hide. In the "universe" of Fleuret Blanc, those tales are real tales, but the player can't relate to that. Instead, the warping of popular fictions is what gets the spotlight. There's a touch of hidden relevance to all of it that's hard to explain, but to keep in line with the question, yeah, I made them up.
The centipede thing is the back history for a novella I intended to write, and the stone later gets used as the backstory to Last Word.
I'm also curious about the two secret conclusions now. I've looked over all the POIs but they all seem to relate to stuff revealed in the main plot - the judges and so forth.
I was a bit misleading. When I said there are POIs, I meant that there are literally points that you would take interest in written into the game. But you never see them. There are no journal entries or sticky notes, yet they exist.
For example:

If I had added a POI effect to that top panel, you might start connecting dots in your head. As it stands right now, you're still given that small, interesting point, but the game never explicitly tells you to pay attention. The two hidden conclusions are made using these similarly hidden points of interest. Figuring them out requires the player to do a bunch of thinking on their own, but they're completely optional and, more than likely, highly speculative if you can't think of which bits of information connect.
In any case, these revelations have no effect on the game itself, so don't worry too much about it. XD
Fleuret Blanc.
First off, it's a centipede! XD
So you're telling me that Broken Time is... broken? Dammit! XD Let's pretend for a moment that it's some highly symbolic social commentary, at least until I make the patch. :P
Thanks for all of these bugs, too. I'm not as worried about the New Game + bugs as much as I should be, but some of these others should probably be fixed up. Where were you when I needed you two years ago!? XD
Hasvers is right; there are only five stories, three of which you hear in the main plot and two of which are tucked away in the attic. Squeaker has a preference for high-altitude story-weaving, I guess. You can easily see all of his tales in a single playthrough. And, although it's not easy to happen upon (Hasvers' dilemma in action, I suppose), there's a way to see everything in a single playthrough.
According to my data, you can get it during the Wednesday Member Luncheon. You have to ask Le Neuvieme about himself when you're investigating with Roland. He should tell you about his family ties to magic, and when Flore asks him to perform some for her, he gets reluctant. Then he takes off his hat and we can see him for who he really is: Ben Kingsley! He truly is in everything!
(Actually, in my headcanon, Le Neuvieme looks a lot like Kiros Seagill from FFVIII. Not that that matters. You can imagine him as Ben Kingsley if you like. :P)
As far as that last question is concerned, your guess is as good as mine. All of the objects pre-date the creator of the term used to describe them. It could be any of those five, or something else entirely. It could be that the first "fleuret blanc" was actually a white fencing blade of some sort. Or maybe it was Grams' cookbook all along, and that she's actually the immortal Ben Kingsley in disguise!
Look, if he can pretend to be the Mandarin, he could be anybody!
author=argh
A bug: Broken Time doesn't seem to work at all. I press the right buttons, but I don't ever get any style points.
So you're telling me that Broken Time is... broken? Dammit! XD Let's pretend for a moment that it's some highly symbolic social commentary, at least until I make the patch. :P
Thanks for all of these bugs, too. I'm not as worried about the New Game + bugs as much as I should be, but some of these others should probably be fixed up. Where were you when I needed you two years ago!? XD
author=ivoryjones
@Argh
And I'm kinda wondering that myself. I only knew Squeaker told stories in the attic waaay too late in the game and got 2 of them. :|
Hasvers is right; there are only five stories, three of which you hear in the main plot and two of which are tucked away in the attic. Squeaker has a preference for high-altitude story-weaving, I guess. You can easily see all of his tales in a single playthrough. And, although it's not easy to happen upon (Hasvers' dilemma in action, I suppose), there's a way to see everything in a single playthrough.
author=argh
I also can't seem to get Le Neuvieme's second bio fact ("Rarely performs magic"). The guide says you get it through luncheon, but I didn't get it. Is it only on a certain day, or random, or what?
According to my data, you can get it during the Wednesday Member Luncheon. You have to ask Le Neuvieme about himself when you're investigating with Roland. He should tell you about his family ties to magic, and when Flore asks him to perform some for her, he gets reluctant. Then he takes off his hat and we can see him for who he really is: Ben Kingsley! He truly is in everything!
(Actually, in my headcanon, Le Neuvieme looks a lot like Kiros Seagill from FFVIII. Not that that matters. You can imagine him as Ben Kingsley if you like. :P)
As far as that last question is concerned, your guess is as good as mine. All of the objects pre-date the creator of the term used to describe them. It could be any of those five, or something else entirely. It could be that the first "fleuret blanc" was actually a white fencing blade of some sort. Or maybe it was Grams' cookbook all along, and that she's actually the immortal Ben Kingsley in disguise!
Look, if he can pretend to be the Mandarin, he could be anybody!













