SKIE FORTRESS'S PROFILE

Eh.
Sacred Earth: Memory
After a mysterious tower suddenly appears, stretching endlessly to the heavens, a group of friends choose to set foot inside, and investigate just what it's appearance means for their future.

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Touhou - Wandering Souls

Haha, shame about the grazing, but in any case, I'll play more tonight and see if I can't get out of the Forest of Magic.

Touhou - Wandering Souls

I just downloaded this last night myself. I made the very suicidal decision of going in on Lunatic Mode, but I have to say that I agree. This game is pretty awesome in both it's mechanics and it's implementation. But there are some minor hiccups. Well, rather, it feels like the controls for movement are a bit wooden at times. Not in it's response time, but rather in how the characters themselves move. But considering the engine, it's a very good effort. I suppose playing on Lunatic Mode also gives me little room for mistakes haha.

Just to note, I'm on Stage 4 with Reimu at Lv 8 and Marisa and Sakuya at Lv 4. You don't want to know how many times I failed Stage 1 with Reimu in order to get to the point where she was DOUBLE the other's levels.(read: A LOT). But nevertheless I'm enjoying what I'm playing.

One thing that I was surprised wasn't included though was a Grazing mechanic. I keep thinking I can graze and go dashing straight into enemy fire. I have to keep reminding myself that I'm not playing IaMP/SWR. But I think it should have been included. Hell, Grazing bullets could have just drained SP just like in IaMP/SWR. But I digress. I understand that there may have been limitations in your work that may not have been easily overcome. Having made my own touhou fangame at one point, I can understand the position.

All in all, this is a very well made game, and I will most definitely be continuing...on Lunatic Mode. This is going to take a while, hah.

Sacred Earth: Memory

Enemy's normal attacks can miss the party sometimes. It's rare, but it happens. Gunnar's Rank 1 Special increases that chance. And considering that he's made of paper initially, it's a good skill to invest in.

Sacred Earth: Memory

Thanks for the vote of support. I appreciate it. Truthfully, the visual novel elements were all my effort to prune out irritating RPG conventions that I either didn't like making, or had trouble making. I think it turned out well in spite of all that though!

And I'm not surprised you did so well. I'll definitely need to up the challenge level for the game going forward. I also think that once the skill cancel bug is fixed, that the challenge will sort of fix itself as well. In that regard, I am kind of on semi-hiatus until that bug does get fixed.

As for the history of SE...I suppose it wouldn't be too hard to port over those posts. I can probably share more information from the ones I have on my blog as well.

Akeldema

So I played and beat this last night. I enjoyed myself. I was right when I figured that it took cues from SMT. Especially in some of the battle mechanics. The number scale you chose to adhere to certainly made things a bit more dramatic. One or two wrong moves and two characters would end up dead. I found myself memorizing what worked on what enemy and specialized each character to deal with that.

On the other hand, I have to say that while I enjoyed the varied defensive choice options, I found myself not using them. The fact that enemies actions were random and there was no way to tank or otherwise draw enemy fire, it was total chance whether they attacked the defending char, which made it generally less useful. I DO like though that Defend and Focus negate damage rather than reduce it.

Another thing was that the main menu was really cluttered. A bunch of character building options I felt could have just been lumped together into a single character menu instead of putting them all individually into the main menu. But regarding the options themselves, I found that they worked together rather well, equiping various data, elemental properties, and skills in combination with building your character's stats felt pretty rewarding.

I enjoyed the time I spent with the characters as well, and I was disappointed when the demo ended when it did. I'm not sure if people actually had trouble with Sampson, but I managed to beat both forms without too much trouble. One character fell in the first fight and no one fell in the second. In the end, I wound up using Brandon to keep the debuffs on, Karen just kept AGI up on the party and used her best spells or healed, and Mei took advantage of the AGI boost with Vital Strike. Pretty smooth strategy.

All in all, I enjoyed what I played and while it can be a bit cluttered and some mechanics need a bit more incentive to be used, I think that the overall game has clear potential. I hope to see more of this!

Good luck!

Akeldema

The premise seems pretty dark, reminds me of SMT actually. I think I'll give this a shot.

Witching Hour

So this is what Vylternia Chapters turned into. /deepthought

Chain of Retribution

You're more than welcome to do so!

In Search of Immortality

I've been playing this in short bursts. I have to say that I love the characters and their interactions so far. They all just mix together and become such an entertaining group to watch. I just beat the first boss and passed into the caves. ...After which I proceeded to get murdered by some bats.

If there's anything I don't like about the game, it'd have to be the battle system. I like the ideas behind it and I've been making do, but the overall execution is shaky. Mostly on part of monsters. On that note I have a few observations I'll just list in bullet form.

- Why can't Isaac actually use the item command? It's a waste to have to remember combinations and then remake items in the heat of battle when there's already items made. But I do like the stash command. Better than having to remember over and over.

- Enemies with multi-hit AoE spells were particularly annoying. That was what killed me with the bats in the cave. That lightning spell is pure murder. I would have cooled it on the amount of those that existed. Or lowered the amount of hits. Multiple hits were just annoying since damage popups were rather cumbersome.

- I notice that Ellis' decoy only nulls one hit, which means he'll still get wiped out by a multi-hit spell unless you stack up decoys.

- I liked that HP was fully recovered after battle. Makes it easier to just go all out with commands and options rather than fight a war of attrition. Nice choice there.

- There's a huge disparity in damage done to enemies at some points. Some enemies only take 1-50 damage, while others take 200-500 damage, yet both will go down at roughly the same time. It's kind of misleading I think.

- I didn't have any problems with Alma and Ezekiel's mechanics, nice ideas there.

- Some of the equipment obtained seems a little suicidal to bother using. What were your design thoughts there? I'm curious.

Other than that, nothing else really stood out to me to bother mentioning. I'll keep playing because the characters just amuse me so much. I hope they show up in another Arum universe game sometime!

You Are Not The Hero!

I played through the RSW demo. You've definitely caught my attention. It's pretty damn funny and the minigames/exploration are pretty fun! This is definitely the makings of something great.

Keep it up.