RISHIGANGIX'S PROFILE

Linguist, globetrotter, game developer, artist, kickboxer, chess enthusiast.

Latest Game - https://store.steampowered.com/app/2468490/Eredia_2_The_Great_War/
Eredia - Diary of Heroes
Hunt or be hunted in a vast open world scarred with the tides of war.

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McBacon Jam 3

Anyone planning to make something with MV here?
I am already developing a commercial game, so I won't be able to lead any more projects. But if you want me as part of your team as a mapper, writer, proofreader, battle balancer etc., I can work with you.

Eredia - Diary of Heroes

Update Version 1.3.2

Autosave feature added.
Removed all autoshadows.
Replaced many RTP tiles with custom ones, world map recolored.
Fixed a tiling issue for indoors. Replaced all small 1x1 doors with 1x1.5 doors.
Fixed balancing issues on higher difficulty levels.
Increased selling price of junk, monster drops. More ways to earn sharins in earlier stages of the game.
Fixed a design issue where the present clock was displayed in past cutscenes.
Fixed many small bugs.

World Fragment

I like the art and the overall style of the game, and I believe it has potential.
Even the town mapping seems really good.
My suggestion would be to focus on your writing a bit more. You have two screenshots displaying dialogue and both of them have grammar or spelling mistakes... That could be having a negative impact on your overall image.
Anyways, that's my two cents and good luck with the game. ^^

Eredia - Diary of Heroes

Ah, I am afraid a meter for the barrier is difficult to implement since it is a direct plugin use.
Though I will implement it if there is a plugin update that gives the feature.

I will fix the bugs and issues that you've mentioned.

Edit - Fixed the issues and updated the game.

Eredia - Diary of Heroes

Hello deathspark,
Thanks a lot for thoroughly playtesting and finding out the issues in the game.
I would like to address some of the points you've mentioned.

Credits - What do you mean? Its a scrolling menu, so they text is scrolled along with the screen size.

Thanks for informing about the typo and the missing/incorrect spell descriptions, that helped a lot. ;)

I agree that the knights could be a bit overpowered, I will remove the triple slash from its moveset.
There are enemy HP bars to tell the progress of the battle, they pop up every time you do damage to the enemy. Hard to believe you missed to notice it. xD

Characters keep moving when talked if the frequency is set to highest, this is an inherent RPGMV bug.

About the quest log, it updates only when something definitive has been added to the quest. In your example, the contract issuer clearly explains that they do not have the location for the bandit and that the player has to search around town or the adjacent caves for clues. There was even a gab text after you left the office that hinted you towards your next objective. Unless you completely skip the texts without reading it and ignore the gabs, there is no way to miss it. Pointing it out in the quest book would be like mouth feeding info to the players, which will ruin the exploratory aspect of the game.

Toggle window and fullscreen using F4, I will add this description to the title screen.

About use of slangs, I have noticed even games like Witcher 3 using words like Ok or okay. Though Witcher 3 has some of the best writing style in the genre, and I am definitely not comparing to it, my point is 14th century in a fantasy world does not necessarily equal 14th century of our world. So it depends a lot on the type of fantasy world that is being portrayed, but I understand your point completely, and I might focus more to bring a more medieval feel to it.

True, I might need to reduce the poison rate of the bats and nerf the green slime a little.

Price for a difficulty change is added to make the player think twice before selecting a difficulty and putting a constraint to spamming it. Too many players change difficulties according to their convenience. (e.g change to higher difficulty to farm weak enemies for more exp and then change back to a lower difficulty when exploring new areas)

Herbs and ingredients picked up can sometimes be only a small part of the object, e.g a flower or a leaf of the plant. That is why I don't make the whole plant go away when I pick a flower or a branch from it. ^^

Thanks for telling me about the long arm issue, I overlooked that one, will fix it in the next update.

I will fix most of the problems you've mentioned, except for those which are design decisions, like the ones I have mentioned in this post. Thank you for taking the time play and test for issues, your feedback is really appreciated and it helped me a lot. I hope you decide to continue playing the game.

And finally, 10 gold scam FTW! :D

Update Version 1.3 RELEASED

I'm afraid even the tester's version won't be compatible with the old saves.
In either case, I am afraid you might have to start over again. :(

Update Version 1.3 RELEASED

Thanks, though I want you to try the tester's version of the game which follows the story from there.
Sad thing is, old saves might not be compatible with this one. :(
But most of the content has been redone, so you can give it a try when you have free time, and then you can copy your save into the tester's version that I will send you later. ^^

Fairy_Village.jpg

Well, the game is designed in a way to keep many locations hidden, and the only way to find them is through extensive exploration.
Maybe there are other locations you've missed as well. xD

Fairy_Village.jpg

If you really wanna know

Fairy_Village.jpg

Actually this location is already in the version you played, maybe you missed it out? xD