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Astraeus - Path of the Chosen
When trying to download the game, the user is redirected to the game's itch.io page, where it can only be bought for 5 bucks, which also means that the game is missing its "commercial" tag here.
Every Vote Counts
The Claw Machine and the Arena are a lot of fun, but I'm afraid there's a huge issue with regards to the Arena. It seems that the accumulated/earned Arena Points aren't calculated correctly when losing in the Arena, especially when losing after the Charm status has been applied. Recently, I lost the second round battle after having been charmed, and while I should have earned 300 points, my overall point score went down from 12200 to 600 instead!
Edit 1: Now that my 4 active party members are equipped with Escort Rings (immunity against all status conditions) and Rainbow Amulets (elemental damage negation) - and also thanks to the millions of Hammers (permanent ATK upgrades) that I fed to my party members -, I can safely complete the Arena challenge. Fortunately, the Arena Points are always correctly calculated after winning the Arena challenge, which means the incorrect calculations mentioned above are limited to losing the Arena challenge (although it seems that the Arena points are never correctly calculated in the losing scenario).
Edit 2: There are two other issues that would justify a quick update:
- The flyer side quest (Valeria) can't be completed. When talking to one specific NPC, a flyer copy isn't removed from the inventory (all other NPCs work as intended). Said NPC is the brown-haired one near the protagonist's house in Aerina (eastern part) ("It's almost time for my lunchtime fried foods fix."/"I'll have to check if she also stocks those pre-moistened face towels. It would certainly make things easier after eating.").
- Penny's Training Day skill, which is supposed to increase the EXP earned by 50%, doesn't seem to work, even when using the skill before defeating the first foe (tested against 2 Lurkers: 15000 EXP with and without using the skill).
Edit 3: After having reached the ending of this - once again - very good game (though I still haven't completed all optional tasks yet), I want to notify you about the remaining bugs that I discovered:
- Saldaburg can be reached prematurely, since it's possible to move upwards under the cover of the power line on the right side.
- After having reached Drakenford, the events west of the Garbage Dump that were meant to prevent the player from reaching Drakenford prematurely are still active.
- Weston's mansion (back entrance) can be reached and entered prematurely (after having entered Drakenford for the first time, but without having triggered the cutscenes in the mine and in the city). In the same manner, Emma and Tina can be found outside of Weston's mansion (front entrance) prematurely.
I think the flyer side quest (that can't be completed yet) in particular prevents me from tackling the Nemesis challenge in the Arena, so I'll try to finish the remaining optional tasks after the next update.
Edit 1: Now that my 4 active party members are equipped with Escort Rings (immunity against all status conditions) and Rainbow Amulets (elemental damage negation) - and also thanks to the millions of Hammers (permanent ATK upgrades) that I fed to my party members -, I can safely complete the Arena challenge. Fortunately, the Arena Points are always correctly calculated after winning the Arena challenge, which means the incorrect calculations mentioned above are limited to losing the Arena challenge (although it seems that the Arena points are never correctly calculated in the losing scenario).
Edit 2: There are two other issues that would justify a quick update:
- The flyer side quest (Valeria) can't be completed. When talking to one specific NPC, a flyer copy isn't removed from the inventory (all other NPCs work as intended). Said NPC is the brown-haired one near the protagonist's house in Aerina (eastern part) ("It's almost time for my lunchtime fried foods fix."/"I'll have to check if she also stocks those pre-moistened face towels. It would certainly make things easier after eating.").
- Penny's Training Day skill, which is supposed to increase the EXP earned by 50%, doesn't seem to work, even when using the skill before defeating the first foe (tested against 2 Lurkers: 15000 EXP with and without using the skill).
Edit 3: After having reached the ending of this - once again - very good game (though I still haven't completed all optional tasks yet), I want to notify you about the remaining bugs that I discovered:
- Saldaburg can be reached prematurely, since it's possible to move upwards under the cover of the power line on the right side.
- After having reached Drakenford, the events west of the Garbage Dump that were meant to prevent the player from reaching Drakenford prematurely are still active.
- Weston's mansion (back entrance) can be reached and entered prematurely (after having entered Drakenford for the first time, but without having triggered the cutscenes in the mine and in the city). In the same manner, Emma and Tina can be found outside of Weston's mansion (front entrance) prematurely.
I think the flyer side quest (that can't be completed yet) in particular prevents me from tackling the Nemesis challenge in the Arena, so I'll try to finish the remaining optional tasks after the next update.
Every Vote Counts
Thank you very much, that was indeed the correct combination for the first gate. I thought that I had already tried the 3x multiplication table, but my fat fingers probably slipped up along the way, so it was a good idea to ask the "administrator" for the correct passcode. :)
Every Vote Counts
Thanks, but could you please check again? The first passcode is composed of seven digits. I tried various combinations according to the number you mentioned and the puzzle's underlying logic, but to no avail.
Every Vote Counts
I'm currently playing and enjoying the game, but I'm also stuck at the Data Center, because I can't figure out the passcode. Since I don't expect my flexible thinking to suddenly improve a lot, I would appreciate it if anyone simply told me the solution. :D
Fatal Fantasy "As Fate May Have It"
The game looks very promising, and your blog post indicates that you've made great progress. I hope you'll be able to share another update with us soon.
Game Mechanics Part 10
Thanks for the detailed explanations.
If changes from day to night and vice versa aren't based on a timer, then I won't feel pressured. If equipment durability can be removed (in some cases) and even switched off, I will be able to tolerate this mechanic. And if the level-scaling stops at reasonable points, I will be able to live with that, too.
It seems you intend to make these systems - that I usually detest - more enjoyable (or at least less annoying) in a well thought out way, which is great to hear. If you can even convince stubborn players like me, your game will hopefully be the next indie JRPG hit in the making. :)
If changes from day to night and vice versa aren't based on a timer, then I won't feel pressured. If equipment durability can be removed (in some cases) and even switched off, I will be able to tolerate this mechanic. And if the level-scaling stops at reasonable points, I will be able to live with that, too.
It seems you intend to make these systems - that I usually detest - more enjoyable (or at least less annoying) in a well thought out way, which is great to hear. If you can even convince stubborn players like me, your game will hopefully be the next indie JRPG hit in the making. :)
Game Mechanics Part 10
First of all, the game looks very promising and I will keep an eye on the development process until the release.
The reason for my post is how you intend to handle the save mechanic. From my point of view, there isn't any reason not to let the player save anywhere in this kind of game (which is obviously supposed to be a JRPG instead of a hardcore ironman mode Rogue-like game). Being able to save anywhere always saves time (even compared to auto-saves) when something goes wrong, and it makes players more comfortable. They might even hunt for bugs, which they won't do without being able to save anywhere. Finally, if you don't allow manual saves everywhere, you will lose potential players, whereas I've never heard of players not playing a game because they would be allowed to save whenever and whereever they wanted.
Furthermore, there's a - not so obvious - reason why I hate auto-saves. As a save-scummer, I already spend way too much time in save menus, so it's important to me that saving the game doesn't take long. Usually, that's the case thanks to the save menu defaulting to the latest save file entry, but with auto-saves being implemented and active, the save menu defaults to the auto-saves most of the time, forcing me to manually scroll and check the latest manual save file entry (or constantly memorize it in advance). Of course, provided you won't allow players to save inside dungeons, an auto-save feature is better than not being able to save at all; still, for the reasons stated above, I prefer being able to save anywhere without being annoyed by auto-saves.
I don't know if my rant will make you change your mind - it's still your game and your design choice, of course -, but I wanted to provide some food for thought. Ultimately, the way saving is handled won't be a dealbreaker for me. If you really want to make sure that I won't play your game, implement features like day/night cycle or other direct/indirect time pressure elements, equipment durability, lots of permanently missable stuff, level-scaling and/or a low level cap. ;)
The reason for my post is how you intend to handle the save mechanic. From my point of view, there isn't any reason not to let the player save anywhere in this kind of game (which is obviously supposed to be a JRPG instead of a hardcore ironman mode Rogue-like game). Being able to save anywhere always saves time (even compared to auto-saves) when something goes wrong, and it makes players more comfortable. They might even hunt for bugs, which they won't do without being able to save anywhere. Finally, if you don't allow manual saves everywhere, you will lose potential players, whereas I've never heard of players not playing a game because they would be allowed to save whenever and whereever they wanted.
Furthermore, there's a - not so obvious - reason why I hate auto-saves. As a save-scummer, I already spend way too much time in save menus, so it's important to me that saving the game doesn't take long. Usually, that's the case thanks to the save menu defaulting to the latest save file entry, but with auto-saves being implemented and active, the save menu defaults to the auto-saves most of the time, forcing me to manually scroll and check the latest manual save file entry (or constantly memorize it in advance). Of course, provided you won't allow players to save inside dungeons, an auto-save feature is better than not being able to save at all; still, for the reasons stated above, I prefer being able to save anywhere without being annoyed by auto-saves.
I don't know if my rant will make you change your mind - it's still your game and your design choice, of course -, but I wanted to provide some food for thought. Ultimately, the way saving is handled won't be a dealbreaker for me. If you really want to make sure that I won't play your game, implement features like day/night cycle or other direct/indirect time pressure elements, equipment durability, lots of permanently missable stuff, level-scaling and/or a low level cap. ;)
Jubilee
I really enjoyed this game, especially the superb script, the constantly updated NPC dialogue and the plethora of well hidden treasures and secrets (like the exclusive Wisp gathering spot at ). Considering that I didn't find the fabled 17th Prized Postcard despite leaving no stone unturned, maybe it actually doesn't exist.
While I encountered some bugs, they are nothing too serious, but still noteworthy:
- There's a great number of dialogue windows that contain cut off text, but the cut off parts are usually so small that the player can still fill in the gaps.
- Tunnel to Moab: An indefinite number of Fruits of Strength can be obtained from the treasure chest (on the same level) south of the northern elevator leading to the Street to City Hall. I totally didn't abuse this bug to make my party overpowered (yes, I totally did exactly that).
- Central Factory, 3F: How can the treasure chest closest to the elevator be reached? I tried all teleportation panels (even from all directions), but it seems the connection to this area doesn't exist.
- Hanging Gardens of Babylon, 2F: An indefinite number of Holy Waters can be obtained from one treasure chest.
- Hanging Gardens of Babylon, 1F: If the player returns to the throne room after reaching the Heart of Babylon, a black screen is all that awaits, which is practically game-breaking (while the player can still move and interact with objects, the screen remains black, even when using Evac or Warp). Players are even more likely to find themselves trapped at this point, since the game generally encourages players to return to boss rooms they couldn't manually explore before.
Thanks for a great game!
the fountain near Sarah's house in Elpis
While I encountered some bugs, they are nothing too serious, but still noteworthy:
- There's a great number of dialogue windows that contain cut off text, but the cut off parts are usually so small that the player can still fill in the gaps.
- Tunnel to Moab: An indefinite number of Fruits of Strength can be obtained from the treasure chest (on the same level) south of the northern elevator leading to the Street to City Hall. I totally didn't abuse this bug to make my party overpowered (yes, I totally did exactly that).
- Central Factory, 3F: How can the treasure chest closest to the elevator be reached? I tried all teleportation panels (even from all directions), but it seems the connection to this area doesn't exist.
- Hanging Gardens of Babylon, 2F: An indefinite number of Holy Waters can be obtained from one treasure chest.
- Hanging Gardens of Babylon, 1F: If the player returns to the throne room after reaching the Heart of Babylon, a black screen is all that awaits, which is practically game-breaking (while the player can still move and interact with objects, the screen remains black, even when using Evac or Warp). Players are even more likely to find themselves trapped at this point, since the game generally encourages players to return to boss rooms they couldn't manually explore before.
Thanks for a great game!
A Celestial Weapon: MV Edition
Thanks for helping me tie up loose ends. :)
I found the "Death Dealer" rather quick, even though I had wandered the mansion for a much longer time before without encountering him, but I guess they're called random encounters for a reason. At least the "Death Dealer" is finally a random mob from which "Bone Charms" can be stolen, although they are rather useless at this point. :P
Missing the "Swift Fish" is totally on me. I was sure I had checked all of the holes near the waterfalls, but there's no denying I somehow screwed up here.
I was wondering why I had found an "Ancient Axe" I couldn't use anymore at this point. It's actually a great idea to implement different final boss fights based on whether one has obtained this weapon or not, and I was under the impression I got a good (the better) ending.
Thanks for reminding me of Heather's ultimate weapon. I even made a screenshot of that note in the pyramid and totally forgot about it when I couldn't decipher it immediately, but I was finally able to connect the dots and find/beat the Forgotten Warrior. Nevertheless, it's more ornament than weapon, because "Meteor Shower" still rules supreme. :D
I found the "Death Dealer" rather quick, even though I had wandered the mansion for a much longer time before without encountering him, but I guess they're called random encounters for a reason. At least the "Death Dealer" is finally a random mob from which "Bone Charms" can be stolen, although they are rather useless at this point. :P
Missing the "Swift Fish" is totally on me. I was sure I had checked all of the holes near the waterfalls, but there's no denying I somehow screwed up here.
I was wondering why I had found an "Ancient Axe" I couldn't use anymore at this point. It's actually a great idea to implement different final boss fights based on whether one has obtained this weapon or not, and I was under the impression I got a good (the better) ending.
Thanks for reminding me of Heather's ultimate weapon. I even made a screenshot of that note in the pyramid and totally forgot about it when I couldn't decipher it immediately, but I was finally able to connect the dots and find/beat the Forgotten Warrior. Nevertheless, it's more ornament than weapon, because "Meteor Shower" still rules supreme. :D













