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Lunar Wish: Orbs of Fate
Call for Testers, and a Status Update!
I would love to beta-test this! I played the alpha build and gave feedback on that already, and I'll have plenty of time this weekend to play it.
Crap. I liked beating up enemies when they got stuck in corners. Darn you. I also kiiiiind of wish saving at stairs was possible for the beta only to make things easier to get through quickly for testing, but...I also know we should play the game as it's meant to be played to properly test it, so yeah.
Everything else sounds great, though, I can't wait to play it!
Crap. I liked beating up enemies when they got stuck in corners. Darn you. I also kiiiiind of wish saving at stairs was possible for the beta only to make things easier to get through quickly for testing, but...I also know we should play the game as it's meant to be played to properly test it, so yeah.
Everything else sounds great, though, I can't wait to play it!
Lunar Wish: Orbs of Fate
There are times when certain towns are locked out, but at the very end, everything's unlocked. You'll unlock fast-travel as you continue playing the game.
Lunar Wish: Orbs of Fate
You can buy a good portion of those weapons in the Lumeni town - that's where the best equipment is outside of sidequests.
Lunar Wish: Orbs of Fate
Give the crazy chicken lady the green and blue goo to be able to finish the guest for the guy who wants a new wife - that'll get you the grape coke.
As for the rest...don't know how to help you. Some standing there people are rather well hidden...I think it's one in every town?
As for the rest...don't know how to help you. Some standing there people are rather well hidden...I think it's one in every town?
Legionwood 2: Rise of the Eternal's Realm
Ah, thanks for explaining that. I like puzzles, so the difficulty was intriguing, but at the same time rather...startling so early on. It seemed like a reasonable balance, so long as that manual comes out. :)
Legionwood 2: Rise of the Eternal's Realm
First some feedback. I'm a bit...worried about the difficulty of the first dungeon. The fact that slimes are resistant to physical attack (I believe) might not be the best idea to show so early on. While it's still possible to get around by reclassing somebody to a mage, buying enough elemental items, or just poisoning him and attacking enough, I'd at least get rid of the 3 slime encounter. It gives just as much experience as normal enemies but is MUCH more difficult, and unless you are aware of it ahead of time chances are you can't do it, and it doesn't seem right to have something that punishing in the first battle.
Also wow that first boss can wipe you in one attack o.O Although that time I missed the earth protection charm. This seems unusually hard as well, but at the same time I kind of like the challenge and ballance...I guess it's just whatever you're going for at this moment and the audience you're catering to. I'm rather new to these kinds of RPGs, so it tends to turn me off, but for veterans this might just be old hat.
Also, is there any place that defines each status? I have no idea what ensnare does, and which Techs silence affects. I also don't know what affects timing in the battle system or the details on each stat...I get the basic idea, but it never says how much time a spell takes in relation to a strike, or any other Tech to each other, so it's hard to plan turns and character builds without more specific information.
I also think the 'black screen time' when healing could be shortened...the wait is a bit annoying.
Now for some positives. I like the fact that intractable objects are sparkling, it gets rid of the need to look at everything just in case it might give something to you. I also like the idea of re-classing and the way it's handled - it makes it easy to adjust your party layout in cases of difficult battles or just let you play however you want.
Another small touch I like is changing death to just serious wounds. Even though the mechanic still bothers me, the change in definition makes a ton more sense in word to me.
Now for a serious glitch. When fighting the Dryad, twice I won with only Aelia alive (Due to her having the earth protection pendant, stupid freaking minor quake) but once I got back to the map screen it quickly went black and gave me a GAME OVER screen...this happened twice in basically the same way, even though Aelia was clearly still alive.
I finally beat her with my entire party alive, and didn't have this problem. But getting Game Over when you didn't die is pretty annoying. xD
Overall my experience is positive so far, I am enjoying it. Character dialog seems a bit stiff but still good enough for me to want to continue.
Edit: Now for some really minor things. When entering the camp-site, if you move to the right immediately, you won't be able to move out and when going back to the left automatically exit. Also, Debuffs and Buffs are still in affect when they say there's 0 turns left...somewhat odd. Finally, equipping the Woodwind Bow onto Rogue Felix lets him keep his offhand weapon, in this case the poisoned dagger. Not that I'm complaining ;)
Also, the Dryad side-quest was a great example of a side-quest done well. Enjoyed that one.
Also wow that first boss can wipe you in one attack o.O Although that time I missed the earth protection charm. This seems unusually hard as well, but at the same time I kind of like the challenge and ballance...I guess it's just whatever you're going for at this moment and the audience you're catering to. I'm rather new to these kinds of RPGs, so it tends to turn me off, but for veterans this might just be old hat.
Also, is there any place that defines each status? I have no idea what ensnare does, and which Techs silence affects. I also don't know what affects timing in the battle system or the details on each stat...I get the basic idea, but it never says how much time a spell takes in relation to a strike, or any other Tech to each other, so it's hard to plan turns and character builds without more specific information.
I also think the 'black screen time' when healing could be shortened...the wait is a bit annoying.
Now for some positives. I like the fact that intractable objects are sparkling, it gets rid of the need to look at everything just in case it might give something to you. I also like the idea of re-classing and the way it's handled - it makes it easy to adjust your party layout in cases of difficult battles or just let you play however you want.
Another small touch I like is changing death to just serious wounds. Even though the mechanic still bothers me, the change in definition makes a ton more sense in word to me.
Now for a serious glitch. When fighting the Dryad, twice I won with only Aelia alive (Due to her having the earth protection pendant, stupid freaking minor quake) but once I got back to the map screen it quickly went black and gave me a GAME OVER screen...this happened twice in basically the same way, even though Aelia was clearly still alive.
I finally beat her with my entire party alive, and didn't have this problem. But getting Game Over when you didn't die is pretty annoying. xD
Overall my experience is positive so far, I am enjoying it. Character dialog seems a bit stiff but still good enough for me to want to continue.
Edit: Now for some really minor things. When entering the camp-site, if you move to the right immediately, you won't be able to move out and when going back to the left automatically exit. Also, Debuffs and Buffs are still in affect when they say there's 0 turns left...somewhat odd. Finally, equipping the Woodwind Bow onto Rogue Felix lets him keep his offhand weapon, in this case the poisoned dagger. Not that I'm complaining ;)
Also, the Dryad side-quest was a great example of a side-quest done well. Enjoyed that one.
The Drop - Release Trailer
The trailer says over 200 items, but I thought you said there were over 400 items in a recent post?
Other than that, uh...yay Tez? Oh! Will there character art be there for all pre-made and secret characters?
Other than that, I really look forward to when this gets released!
Other than that, uh...yay Tez? Oh! Will there character art be there for all pre-made and secret characters?
Other than that, I really look forward to when this gets released!
Feedback Appreciated - Item Identification Methods
I definitely like the idea of it costing more favor each time. It makes it clear that it's still better to experiment but still gives an option to learn the item's properties if you want.
Buuuuut...another thought is that you only find the item once, right? But...how will you know if it's the only time you find the item? By the time you realize you don't find the item again it's kind of too late. Or even know if it's something worth studying?
Buuuuut...another thought is that you only find the item once, right? But...how will you know if it's the only time you find the item? By the time you realize you don't find the item again it's kind of too late. Or even know if it's something worth studying?
Feedback Appreciated - Item Identification Methods
What kind of penalty would you have to tasting and touching? Even if you can only do it once, it sounds like an instant way to identify any item with almost no drawback. That's my main concern.
I don't mind if you steal that idea for justifying favor at all. Speaking of using parts of defeated enemies...it's kind of funny that you are carrying all of the parts for favor you want despite only having 8 slots for inventory. xD
I don't mind if you steal that idea for justifying favor at all. Speaking of using parts of defeated enemies...it's kind of funny that you are carrying all of the parts for favor you want despite only having 8 slots for inventory. xD