STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Bloodstained Hands
Oh, I think you mean the bone shard. Yeah I can help with that.
Hope this helps.
It's in a hidden area. In the dungeons, look in the cell in the very bottom right. You'll need to pick the lock on the cell door. Then examine the wall to the right where it's a bit misshapen. Some dialogue will appear then you'll be able to walk through the wall. The Shard is in there, but you'll need to pick several more locks first.
Hope this helps.
Bloodstained Hands
I'm trying to figure out what you mean, but I honestly have no idea. There's no one in the game named Diana and there isn't a part of the game where you need to find anything silk-like. The closest I can think of is Dawn, but that still doesn't get me closer to helping you.
Bloodstained Hands
author=walldeaf
This game looks really beautiful, the mapping is really well done. I love it.
The fighting....I miss the battle music to go with it.
Maybe this can be added to the game later?
Keep up this well polished game.
/Wallie
Battle music seems to be one of the most highly requested features now, other than a repel item. Honestly when I first made the game, the music I was using was mismatched, and the battle music was jarring. Since switching to Fesliyan studios, it's been much improved, but back then I only added battle music to boss fights to make things a little more consistent. The only issue I'm having with that now is that the battle music interrupts the map music, which restarts after every battle. I can't tell you how irritating that gets after a while. I may consider adding battle music, but at the same time I like the way it is now, so if I do I'll see if I can fix those issues and maybe add a feature in the system menu to disable battle music if someone prefers it the way it is now.
First Impressions Live Stream
Well that didn't work. Let's see if I can fix that.
EDIT: Nope that didn't work either. Let me try again.
EDIT: Nope that didn't work either. Let me try again.
Bloodstained Hands
Wooaaah, thanks for the live stream my man! Never really thought anyone would do that with a game like this. I had to work today, so I couldn't watch it live, but I'll definitely be watching it later bit by bit as I have time, and I'll be taking feedback to heart. Super grateful, I really appreciate it. I liked and subscribed to your channel, I'll be keeping an eye out for more of your other streams!
Bloodstained Hands
Well don't get too comfortable. I figured something out, something I'd never considered doing before but hey, I gave it a shot and it worked like a charm! I'll be releasing an update tonight in the next few hours (keep an eye out for v5.8). With that update, among other things, dashing will still be disabled on the world map, and will be the same in all indoor locations and cities, BUT! In outdoor dungeons, dashing is enabled, but is half the speed of regular dashing. It is noticeably faster, but not as fast as the regular dash speed. It should make it less of a grind. The idea is that in a natural outdoor environment, you've gotta watch your step. Trying sprinting through a forest or up a mountain without tripping. It's damn near impossible. And looks kind of silly. But that doesn't mean you can't move at more than a walk. So thank you all for the feedback, I love being challenged on how to do new things with code in a language I don't understand and figuring out how to make it work. That's why I do this in the first place.
EDIT: And the update is live! Thanks for all your feedback, I'm always dedicated to improving this game where I can, at least until I finally get to work on the only other project I've got my mind on. Just gotta figure out where to start. Enjoy the updated version, previous save files should be fully compatible. Please let me know if you encounter any bugs and I'll be sure to address them right away!
EDIT: And the update is live! Thanks for all your feedback, I'm always dedicated to improving this game where I can, at least until I finally get to work on the only other project I've got my mind on. Just gotta figure out where to start. Enjoy the updated version, previous save files should be fully compatible. Please let me know if you encounter any bugs and I'll be sure to address them right away!
Bloodstained Hands
Interesting, I didn't realize you could adjust speed by decimals! I'll play around with the code, maybe I can adjust the default speed to be a little faster, or alter the dash code a bit. I don't actually know any Ruby, but I have a bit of a talent for figuring things out if I stare at it long enough. As for healing, the next update should help with that as I'll be introducing a repel item, so you can get to Inns easier if you're stuck in a dungeon. I just need to test out a new boss battle and I should be able to release it later today.
Bloodstained Hands
Oh that's not a glitch, dashing is disabled in those areas. It may sound weird, but it actually felt like more of a grind when dashing was enabled in certain dungeons, particularly outdoor dungeons. Something about the encounter rates and the quick movement just didn't mix, but it's hard to explain without actually experiencing it fit yourself. As for the world map, dashing was always disabled there. It just looked goofy to be sprinting past mountains and oceans when it's meant to portray crossing a considerably more significant difference than the actual steps taken.
It's very similar to a lot of the classic final fantasy games in that sense, actually. A lot of the initial inspiration for some of the game mechanics came from FFII.
It's very similar to a lot of the classic final fantasy games in that sense, actually. A lot of the initial inspiration for some of the game mechanics came from FFII.
Bloodstained Hands
I suppose that depends on your perspective. Personally, I've been able to beat the last boss with all characters at level 30, but at that low of a level it does require some pretty unorthodox strategies, and more of a reliance on items than on spells. But it's definitely doable. Certainly max level spells help with that fight immensely, but they're not strictly necessary. As for level grinding, you might have been better off staying in the last dungeon, as the average experience you can get there is quite a bit higher. Also I did add an item in the chest at the end of that dungeon that helps with experience grinding specifically in case players were having trouble and needed the extra boost. Honestly though, I never really intended players to get max level spells until new game plus, so I'm kind of impressed you went through the trouble of grinding them out. Regardless, thanks for playing and I appreciate the feedback.
Bloodstained Hands
Hey, thanks for the feedback!
Couple things I should mention.
Anyway, I appreciate the feedback! I don't know if I'll release another update any time soon, unless a major bug gets reported, but if I do I'll consider making some adjustments if it makes sense.
Couple things I should mention.
You're absolutely right, Lethality isn't as good as it's hyped up to be ANY MORE. It was really good, but I ended up having to nerf the skill, then forgot about it entirely when I added the Overdrive system. I'm thinking about modifying it to become another unlockable Overdrive skill, but I'll have to make some more adjustments first. In essence, Execution operates the same as what Lethality used to be, but you need a silver or diamond weapon equipped to use it. The major added benefit to Lethality is that it can bleed enemies - including several bosses such as the generals and even Kain, which can make it extremely valuable against enemies with a lot of HP. Regardless, I may be adjusting it in a later update.
Also, I will be including a repel feature, since it is quite literally the most requested change so far. Encounters are crucial to getting enough experience to really level up, but if you're just trying to get out of a dungeon or finish a mission, it makes sense to include. I've considered making Shroud a skill that works both in combat as per usual, as well as in the field to repel enemies for a short time, but I wonder if the cost would be too small for such a good benefit.
As for endgame interaction, there is a bit more after NG+ but not much. Might be something I'll think about for my next project, I'm not hugely considering altering the story too much at this point. Although the guildmasters identity is apparently too obscure for a lot of people, so I may modify a cutscene to clarify that a bit more. His story is similar to Kain's, in a way.
Oh, and I forgot to mention skill levels. I'm impressed you were able to grind them out, but I feel kind of bad for saying this. There's an easier way. You know that chest right before you fight the last boss, in that area with the high encounter rate? It contains and EXP ring. That ring doubles spell usage so you don't have to grind as much. It's meant to help you with NG+, since most players probably wouldn't use Mia much in the endgame since her spells are level 1. But she is available right away in NG+ which was kind of the point of a second playthrough to begin with. I'm really sorry if it was a grind, I really tried to make it more doable, but hadn't considered it for the first playthrough.
Also, I will be including a repel feature, since it is quite literally the most requested change so far. Encounters are crucial to getting enough experience to really level up, but if you're just trying to get out of a dungeon or finish a mission, it makes sense to include. I've considered making Shroud a skill that works both in combat as per usual, as well as in the field to repel enemies for a short time, but I wonder if the cost would be too small for such a good benefit.
As for endgame interaction, there is a bit more after NG+ but not much. Might be something I'll think about for my next project, I'm not hugely considering altering the story too much at this point. Although the guildmasters identity is apparently too obscure for a lot of people, so I may modify a cutscene to clarify that a bit more. His story is similar to Kain's, in a way.
Oh, and I forgot to mention skill levels. I'm impressed you were able to grind them out, but I feel kind of bad for saying this. There's an easier way. You know that chest right before you fight the last boss, in that area with the high encounter rate? It contains and EXP ring. That ring doubles spell usage so you don't have to grind as much. It's meant to help you with NG+, since most players probably wouldn't use Mia much in the endgame since her spells are level 1. But she is available right away in NG+ which was kind of the point of a second playthrough to begin with. I'm really sorry if it was a grind, I really tried to make it more doable, but hadn't considered it for the first playthrough.
Anyway, I appreciate the feedback! I don't know if I'll release another update any time soon, unless a major bug gets reported, but if I do I'll consider making some adjustments if it makes sense.













