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MERLANDESE'S PROFILE

Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.

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Antagonist

Great news about the release, guys! I have the game in my library (wonderful perk of Degica, amirite?) so I'll refresh myself on the details and give you the good review you deserved three years ago. :)

Not Sure if anyone's noticed...

I wondered why the updates stopped. I think he stopped following me on Twitter (or I just imagined he did).

So long as the games get done and you make a neat gun.

EDIT: #LastToTheParty

The Tenth Line Review

Sorry, NTC3. I lingered on that one point because your review gave a lot to chew on.

Had to play the new demo (my first time to the Tines) and refresh myself to really get into everything you were laying out. The only thing I could comment vividly on was the grid, so I did, without hesitation and still without shame because dammit grids are important!

I think the comments on the battles themselves are fairly valid. My first few times through, I mostly felt like there was too much, but that it'd all pay off later when things got familiar. There are a lot of numbers not so much flying around as hiding in the shadows. I can see them peaking from the Menu, from the enemy stats, from the Momentum. And when you select a move to use, that move itself is a package of info. But then it works because you just kill the people and that's fine.

But if it ever doesn't work anymore you're not sure where to start.


And I think that's where the big issue lies in terms of combat. It's manageable, and it has room for depth. But it's not accessible. It starts off looking too deep and then you realize you can play it shallow for at least the majority of the demo.

author=The Reviewer
... you'll get the screen filled with all 15 of them, and because by that point these enemies are usually too durable to get uniformly dispatched in a single turn...

Yeah, I guess that's about right.

You called them "cannon fodder" a lot but I think it's a little gracious. Enemies stick a bit too much to be something you brush aside in clever sweeps, but are too weak to pose a threat worth thinking hard on as individuals.

If they had stats like a Paper Mario game, where you knew a single hit would kill some while an armored guy needed a double hit, it might make this feel a bit better, but at the expense of all the cooler ideas and systems.

The Tenth Line Review

author=Malandy
Replacing items also costs levels though, so not "any time you want"... ... Could you make it so you can always replace the first item at any point, or something?

...*Meh* Once I understood the system, things were fine.

I don't think this is a bad idea. The cost for upgrading is already two separate things: LV and item. You lose both permanently no matter what. So if you replace an item, why not have it ease up? Would that break the balance? No matter what you're losing an item forever this way. I think that's a fair enough cost for replacement.


EDIT: There was a Sphere Grid reference in here, so I think I'd like to touch on that as it concerns the Power Grid.

Clear Spheres were END GAME things. Like, WAY end game. You had to get them pretty much by capturing 5 of every enemy.

If you think of the Sphere Grid like a tree, you spend the whole game only growing it. Then, way later, the game system flips and says that you have to stop growing the tree and start replacing each and every leaf to make it the best tree.

The system in TTL is asking the player to grow and prune at the same time. When I choose to use a LV or an item, I already KNOW I can prune the tree, and so I get hesitant. There's no false sense of permanence like FFX had. So you're waiting at the edge of your seat, not spending things because you know it costs too much to replace.

My full suggestion is to either reduce the cost of pruning, like I said above, or make it a function halfway through the game, after the player has already spent a bit on the board.

Sorry, NTC3, for hijacking the comments on your review!

Screenshot Survival 20XX

author=JosephSeraph
remind me to never ever even think about making 48x48 tiles ever ever ;v; (s-still looking good though.)


If I remind you it'll make you think about them so we're stuck in a time loop from which there is no escape.

Stat Wars: Rouge One

The Super Secret Ninja Hideout: 195

Should probably update it to "Quasi-Secret" or "Relatively Unknown". At the very least the "Super" is a bit much. XD

How do you differentiate your characters?

author=Shadowsong
Well there are only ever 4 people in combat at once, throughout the course of the game you can recruit 12 potential party members and my struggle is to make each character have their own unique feel and personality. No way in heck would I ever do 12 characters in combat at once lol. But I can understand your point.


Haha, yeah, of course there aren't 12 people in battle at once. Although if it were the type of game that had 12 units in battle, the repetition of type would work in your favor, I'd think. Like a SRPG.

But if your battle system can only handle X amount of types before feeling redundant, then make sure not to add more than X amount of types to it.

How do you differentiate your characters?

I'm on the downer side here. If your battle mechanics can't accommodate 12 different story characters easily then maybe they shouldn't join in a battle capacity. Just because someone joins your team doesn't mean they have to fight.