SQUEAKYREAPER'S PROFILE
Programming student. Mostly here to play, review, and participate. May consider RPG Design in the future. Skype is at squeaky.reaper if you wish to talk.
Avatar is a cropped, resized version of a commission I got from Betrayal-And-Wisdom at Nekocon 2012. I main Lulu on League of Legends, summoner name SqueakyReaper.
Avatar is a cropped, resized version of a commission I got from Betrayal-And-Wisdom at Nekocon 2012. I main Lulu on League of Legends, summoner name SqueakyReaper.
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[Poll] Status effect against bosses
If you have an ATB system, or any reasonably slow paced real time battle system in place, give enemy boss monsters some tells. Whether it's a consistent pattern of actions, your characters going "The enemy is charging up!", or them glowing blue, make the player know that the enemy is about to do something big.
Your status effects may have a weaker effect against bosses, or lower duration, but when that tell comes up you have to hit them with something. Perhaps you have simple "attack down" effects, or a blind to lower accuracy, or a silence to stop it entirely. The duration of the debuff would be shorter, but your player would be able to notice the effect it has on the enemy and would feel rewarded for saving that ace.
E: Avoid allowing your players to chain status an enemy to death, unless you can still manage to throw some sort of fair difficulty their way while doing this. If your Sleep duration is long enough that it will come back up again in time for you to use it on your enemy before they wake up, your boss fight becomes more akin to a pinata fight. Shorter duration means that spamming effects won't be as effective as timing them.
Your status effects may have a weaker effect against bosses, or lower duration, but when that tell comes up you have to hit them with something. Perhaps you have simple "attack down" effects, or a blind to lower accuracy, or a silence to stop it entirely. The duration of the debuff would be shorter, but your player would be able to notice the effect it has on the enemy and would feel rewarded for saving that ace.
E: Avoid allowing your players to chain status an enemy to death, unless you can still manage to throw some sort of fair difficulty their way while doing this. If your Sleep duration is long enough that it will come back up again in time for you to use it on your enemy before they wake up, your boss fight becomes more akin to a pinata fight. Shorter duration means that spamming effects won't be as effective as timing them.
What Can I Expect From Here?
I'm SqueakyReaper, a programming student in for a rush-for-your-paper college. I'm less than enthusiastic about it, but for what it's worth I'm doing well in it. More or less, I'm a nobody. Dropped by after reading the Jayisgames review of Wine & Roses. Must say, that game was fantastic. I'll try to put together a proper review at some point.
The first thing I see about this community is its relative... emptyness, compared to its age. I'm out of the loop here, so can someone fill me in: What should I expect form this website? The amount of reviews on even the featured games seems rather low, though whether this is because reviews are underutilized, a new feature, or people don't have the motivation to do them is unknown to me. The game library is healthy and well stocked, but the summary sections for most seem to be "Hey, I released this" with an accompanying single blog post talking about it being in development. Does the community favor short term projects, and this is the most effective way of getting them out? Or is it just standard programmer behavior for a community of this type?
Skip to here to dodge wall: I look forward to talking to the people here. Pleased to meet you.
The first thing I see about this community is its relative... emptyness, compared to its age. I'm out of the loop here, so can someone fill me in: What should I expect form this website? The amount of reviews on even the featured games seems rather low, though whether this is because reviews are underutilized, a new feature, or people don't have the motivation to do them is unknown to me. The game library is healthy and well stocked, but the summary sections for most seem to be "Hey, I released this" with an accompanying single blog post talking about it being in development. Does the community favor short term projects, and this is the most effective way of getting them out? Or is it just standard programmer behavior for a community of this type?
Skip to here to dodge wall: I look forward to talking to the people here. Pleased to meet you.
Wine & Roses
Could have probably finished it before the solar avatar came out. It gets to the point where you can just nuke everything with shooting stars. Holding back was getting me killed, though.
Wine & Roses
Ach. Killed the final boss a twinge early. I have no idea what happened at the end, and I kind of feel left out now. I took twelveish turns to do it? Had just summoned the two dusk monster things. Either way, I compulsively saved over my file, so I'm locked out from finding what exactly happened in the remaining turns.
Absolutely beautiful design, by the way. Other than the mansion itself, those were some of the most fun fights I've ever had (until I learned to just sleep abuse), and fighting Yellow/Indigo/Red was one of the most entertaining battles in any game I've played.
Absolutely beautiful design, by the way. Other than the mansion itself, those were some of the most fun fights I've ever had (until I learned to just sleep abuse), and fighting Yellow/Indigo/Red was one of the most entertaining battles in any game I've played.














