RED_NOVA'S PROFILE

Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving

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The band is all together now!

-The next day, after Myra joining you officially, you can return to the bar and talk the bartender and the scene from the day before will play out again.


Holy crap, that's not good. But I have to go to work right now. I'll fix that when I get home tonight!

As for the recipe, it will show up in your Key Items section. As long as you have it, you will be able to craft.

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I know it's just because of the character sets, but Merel is so close to Chisa it looks like she's about to jump her.

Actually, that might be what's about to happen...

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This is how you find secrets in the game. You guys have the eagle eye to spot the irregularities, so now all that's left is to examine it!

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Hee hee hee. Only one way to find out!

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Yep! And you will get to meet her (again) very soon! I'll update the demo as soon as I clean up some stuff in Haven.

Chapter 2 Beta will released THIS WEEK!

Gonna go buy a couple of extra pairs of pants. Because I know I'm going to crap them.

A hop, skip, and head trauma later, The next part is released!

Thanks for the feedback! I was honestly a bit scared that I didn't get any when it was first released. I was afraid people found it too "meh" to bother commenting.
Anyways:

- I found a few bugs. I tried to read the letter from the menu and the game crashed. Also, when I lost to the final boss of the demo the game stopped in that 'game over' scene and I had to shut the game.

Yikes. I need to work on that.

- When I played the game for the first time I forgot to mention but I find the game over screen a bit annoying. Is it really necessary to show me how the monster eats me? It makes restarting the game slower,specially when you die over and over again on the same boss.

I did that to give the game a bit more of a visceral feel. To really make the player FEEL like they got killed, not just see a generic game over message. It's a pretty substantial amount of work to do, so if enough people don't like it, I may just remove it completely.

- On the adult Arc mapping improves a lot. Nice job there.

*Phew* That was one of the things I was REALLY hoping to get right. The Childhood Arc was focused on moving from point A to point B. In the Adult Arc, I wanted to make it a bit more open-ended.

- Are hidden items still there? I couldn't find any in the adultc arc. Excluding, obviously, the chests.

They are, in fact, still there. There's a LOT of them.

-There are First Aid Kits hidden in some skeletons.
- There are weapons for Zero and Isaac hidden in a pot and a skeleton, respectively.
- There are pieces of Extra Armor hidden in cracks in the walls and floor.


Yeah. Trust me. There are plenty of them. Honestly, I really didn't want to do the chests. It felt too generic. I might change that later, but for now I'll keep it like that.

- Escaping from encounters is way too easy. I could escape from 99% of the fights I wanted to. It feels like battles are not threatening at all(considering it's supposed to be a horror-rpg). I can escape any time, hell, I can escape from every fight with no problem at all.

I wanted to make success rate for escaping nearly 100% because I don't feel like it's very fair to leave chances of escaping up to luck, especially when save points are so few and far between. Instead, I wanted the player to actually escape from enemies by actually RUNNING from them on the map. So escaping was left up to the skill of the player and not by luck. Maybe I should reduce the time the enemies are at a standstill after you escape before they come after you again?

- I see that you are trying but it doesn't feel like a horror game at all. It's just a regular RPG with a few creepy sounds.

You know, I found the original Castlevania to be rather scary, and it was all bright and colorful! Because the gameplay set it's tone(Yes, I did watch Sequilitis a whole bunch of times, thank you for noticing.). I wanted to replicate that here, but apparently it didn't work. It's REALLY hard trying to find a perfect balance between engaging gameplay and scary enemies.
I mean, it's kinda hard to maintain a horror tone when the characters are constantly bickering. And I REFUSE to use jumpscares to scare players.

- I loved the idea of camping and having the chance to chat with party members and that. Maybe It would have been even better if you had more stuff to do while camping. Some minigames, or crafting, something like that.

When you get Myra in your party, not only will she be another person to talk to, but she will be able to craft items for you at camp using resources you've found on the field. That ought to keep the players occupied at camp. I'm glad you liked it, though!

- Dialogue, characters and overall storyline is still by far the best aspect of the game. I don't know who's more awesome, Zero or Isaac.

Can't we have both? Can't we be greedy like that?

- The combat is way better in the adult arc. Simple and fast, but strategic. Also, the stamina recovering is way better than before.

Because enemies now have a charge ability they use, that gives the player more incentive to guard and restore stamina. I had hoped that could give the battles more of a flow to them, and it worked!

I think that's about it. I really like it and I'm looking forward to seeing more. I'll probably make another fan art these days when I have some free time.

I'll be waiting impatiently for that day to come! Thanks again for the critique!

I is stupid.

The biggest problem created with keeping items is how unbalanced the game can get.

The New Game+ script idea sounds ideal. I'll give that a shot and see how it works. Thanks for the suggestion.

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Thanks. I'm really looking forward to releasing this!

Moving Forward

Do you have any thresholds for when you'll release these segments? Or are we waiting until the whole game is done before getting it?