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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.

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.

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
the fountain near Sarah's house in Elpis
). 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!

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

A Celestial Weapon: MV Edition

Thanks for the quick fix, I can confirm that the skill works as intended now, even though I didn't have any use for the skill anymore after having leveled up to maximum level (99) during my first visit on the Senecian continent. :D Well, it wasn't really necessary, but it's certainly a good idea at this point to at least obtain "Safeguard Rings" for everyone.

I just completed my playthrough, and I can gladly state it's another good game made by you. Compared to "Saving the Planet: 90's Style" and "Standard Disney Fare", I enjoyed this one even a bit more, since it felt more like a classic JRPG (and because I still prefer MV over MZ games). If I didn't know better, though, I would think the game's title referred to Heather's skill "Meteor Shower", which I spammed ad infinitum. ;)

Unfortunately, I'm still missing a few bestiary entries, and given that access to two dungeons is cut off permanently over the course of the game, I'm afraid I will have to live with the shame of an incomplete bestiary. Still, I'm curious where the following monsters could be or could have been encountered (my playthrough lasted nearly 40 hours, because I fought so many battles, so maybe these monsters should appear more frequently, or perhaps they don't appear at all):
- Between "Steam Dragon" and "Zapper"
- Between "Vacbot" and "Shadow Blade"
- Between "Robo Sentry" and "Shield Projector V.2"
- Between "Shield Projector V.2" and "Cattle Prod"
- The three entries between "Magic Pest" and "Departed Guard"
- Right of "Sphinx" (final entry), might or might not be reserved for the final boss.

I also encountered some (potential) bugs/oversights, so you might be up for another "probably last" update. :)

- When pressing Esc at green Save Crystals, the "Shelter" option is chosen instead of the "Cancel" option.

- Heather was supposed to learn "Emergency Exit" after reaching level 34 (but she didn't).

- It shouldn't be possible to target party members when using Tania's steal skills (when doing so, the game crashes).

- Vincent's skills "Death Strike", "Toxic Gas" and "Dragon Breath" shouldn't be usable from the menu.

- Vincent's Gravity skills "Gravity Field" and "Black Hole" probably shouldn't have the element of his equipped weapon attached (at least it's not fun to accidentally heal an enemy for 25% or 50% of its maximum HP, even though damage is capped at 9999).

- The counters for (most) status conditions don't decrease after a turn has passed, which makes units inflicted with Sleep totally helpless (although this issue largely works to the player's favor)

- Some items aren't consumed when making the related bullets (like Dense Globe or Blood Fang).

- The exchange 1 Arctic Ring for 99 Frozen Shots doesn't work.

- Canaburg: When leaving the equipment shop, the player is placed at the entrance of the building right next to the equipment shop.

- Sequence breaking (Canaburg): The scene in Vincent's apartment triggers even if the player hasn't visited Sophie's house before.

- Dam west of Canaburg: On the map that contains the code-protected treasure chest, the door/passage in the lower left corner (where the party originally comes from) loops with itself instead of leading back (although there's still a way back, since the whole dungeon is constructed like a circle).

- The same looping back issue occurs in the cave leading to Canaburg, second version only (door/passage north of the two treasure chests that contain 5x Full Potion and 1x Focus Band in the cave's second version), so the player can't go back the way he came from, and there's only a short time frame later to revisit the dungeon. At least this issue isn't game-breaking if the player returns here after the second Canaburg visit, because the player can still open the elevator door in the laboratory from the outside (but still not from the inside, which doesn't make sense). If the looping issue is fixed, it can be made so that the elevator door can't be opened from the outside for the sake of consistency (until the location can't be accessed anymore later).

- Canaburg, government office (second time around onwards): The receptionist says that General Felchers hasn't been seen in days, but she can still be encountered on the fourth floor until the end of the game (same spot and dialogue as during the first visit at the beginning of the game).

- The space station's shop sells two different (identical) Sunlight items.

- The "Explosive Device" isn't removed from the inventory (key items section) after having been used.

- Adelburg (after returning from the Heliobeam): Captain David, Dr. Marshall and Cheryl don't feature updated dialogue immediately (Cheryl's not even present), but only after the party realizes in Bilfurt that their usual means of transportation can't be used this time.

- Crater dungeon (where the party encountered Uncle Williams for the first time): The party still can't venture into the dungeon beyond a certain point after returning from the Heliobeam, even though the person that once was the reason for this restriction isn't a threat anymore at this point.

- Sagarisk: It's possible to permanently lose (access to) the ship by entering the city from the north side (via the pier) or from the right side (directly from the ship). Not game-breaking (since the end-game takes place on the Soldarian continent), but very inconvenient (since the player loses access to everything besides the Soldarian continent).

- Canaburg, government office (after returning from the Heliobeam): If the cutscene on the highest floor isn't triggered by walking over the central trigger tile, the game freezes (game-breaking). When triggering the cutscene by walking over the left or right trigger tile, for some reason, the secretary returns and gets stuck behind Circe, which doesn't happen when walking over the central trigger tile.

A Celestial Weapon: MV Edition

I'm a few hours in and have been enjoying the game so far. Skills that are only available if HP fall under a certain threshold, that's an interesting mechanic. Jared's skill "Miracle Machine" (heals HP and MP of the party over time if successful) probably falls in this category, too - I was surprised at first when the skill suddenly disappeared, but that most likely happened because I had given him a Potion (which also made the battle sprite's "critical HP glow" disappear).

Unfortunately, it seems "Miracle Machine" can only target the enemy party, not the player's party, so I have to refrain from using it (unless I'll encounter undead enemies later that can be harmed by healing them).
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