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
Hello all! Just want to announce that the game has been updated as of September 15, 2021.
After getting some feedback, I adjusted the difficulty of certain bosses and altered certain parts of the game that were either too challenging or not challenging enough. But I didn't stop there! That's not enough for an update in my opinion. Regardless, you should find certain parts of the game to be less of a grind.
But on to the big stuff. This update includes two new features that I'm pretty happy with, and did a playthrough of the game, start to finish to test them out as thoroughly as I could before releasing it to you all. Didn't want to release a bug-riddled update. That would suck. So, what are the new features? Let me tell you.
First, and kind of a last minute change that I made literally today, and decided to throw together with eventing, is the introduction of Scal, a simple dice game found in any Pub in Ilythea! Scal can be played as long as you have at least two players in your party, and you can make small wagers. You'll play against a random member of your party, and they'll make comments based on how well or how poorly they're doing. The rules are similar to the dice game "Pig," but have been modified to suit this game. Also I really didn't want to name this minigame "Pig." I mean, come on. What kind of name is that? No offense to you if your name is Pig.
But, that's not all that's changed. Not even close. May I present to you... Overdrive!
After nearly a week straight (had time, off work sick) of consistent hours in front of a script database writing in a programming language that I don't understand and have never actually taken any sort of courses on, I managed to do a number of things. I found an old copy of KGC's Overdrive system for VX that WASN'T a broken link, or in Italian, Spanish, or Japanese. I re-worked the script as best I could to make it compatible for this game. I studied and duplicated the CTB scripts for enemy Overdrive gauges and the HP bar scripts for Ally Overdrive gauges, then created the graphics to represent them. I then brainstormed ideas for six new Overdrive skills that I could introduce - then figured, nah, that's not enough, and created twenty-nine Overdrive skills instead, one for each tier of weapon per class, plus two unique skills per character. I rigorously tested these skills and the functionality of the feature, de-bugged like crazy, and found ways of balancing combat much more thoroughly. For example, those ultimate abilities that you've seen if you're close to the end of the game? No spoilers. But they're Overdrive skills now. Can't spam them to kill anything that moves. Also, you know how enemies will sometimes use ridiculously overpowered skills repeatedly? Can't anymore. They're Overdrive skills. They'll still use them, but not as frequently. Same with medicines. Tired of enemies healing half their health just as you're about to kill them? Well, they might still do that, but not all the time, and it'll cost them.
What does all this actually mean? Basically, now you've got powerful skills that you can use, but only when you've either taken enough damage or enough actions. Same goes for enemies. And it's all compatible with old save files, at least as long as you refer to the download instructions on the main page. My hope is that this makes the combat in the game a) A lot less stale, especially for purely physical fighters, and b) A lot more balanced, and less grindful. Grindy? Full of grind. Grindful.
Anyway. If you feel like updating and giving it a try, by all means do so! And if you're new to the game, I hope you enjoy it. Please feel free to give feedback, and let me know if there's anything you'd like to see change or any major bugs that I'm unaware of. Peace!
After getting some feedback, I adjusted the difficulty of certain bosses and altered certain parts of the game that were either too challenging or not challenging enough. But I didn't stop there! That's not enough for an update in my opinion. Regardless, you should find certain parts of the game to be less of a grind.
But on to the big stuff. This update includes two new features that I'm pretty happy with, and did a playthrough of the game, start to finish to test them out as thoroughly as I could before releasing it to you all. Didn't want to release a bug-riddled update. That would suck. So, what are the new features? Let me tell you.
First, and kind of a last minute change that I made literally today, and decided to throw together with eventing, is the introduction of Scal, a simple dice game found in any Pub in Ilythea! Scal can be played as long as you have at least two players in your party, and you can make small wagers. You'll play against a random member of your party, and they'll make comments based on how well or how poorly they're doing. The rules are similar to the dice game "Pig," but have been modified to suit this game. Also I really didn't want to name this minigame "Pig." I mean, come on. What kind of name is that? No offense to you if your name is Pig.
But, that's not all that's changed. Not even close. May I present to you... Overdrive!
After nearly a week straight (had time, off work sick) of consistent hours in front of a script database writing in a programming language that I don't understand and have never actually taken any sort of courses on, I managed to do a number of things. I found an old copy of KGC's Overdrive system for VX that WASN'T a broken link, or in Italian, Spanish, or Japanese. I re-worked the script as best I could to make it compatible for this game. I studied and duplicated the CTB scripts for enemy Overdrive gauges and the HP bar scripts for Ally Overdrive gauges, then created the graphics to represent them. I then brainstormed ideas for six new Overdrive skills that I could introduce - then figured, nah, that's not enough, and created twenty-nine Overdrive skills instead, one for each tier of weapon per class, plus two unique skills per character. I rigorously tested these skills and the functionality of the feature, de-bugged like crazy, and found ways of balancing combat much more thoroughly. For example, those ultimate abilities that you've seen if you're close to the end of the game? No spoilers. But they're Overdrive skills now. Can't spam them to kill anything that moves. Also, you know how enemies will sometimes use ridiculously overpowered skills repeatedly? Can't anymore. They're Overdrive skills. They'll still use them, but not as frequently. Same with medicines. Tired of enemies healing half their health just as you're about to kill them? Well, they might still do that, but not all the time, and it'll cost them.
What does all this actually mean? Basically, now you've got powerful skills that you can use, but only when you've either taken enough damage or enough actions. Same goes for enemies. And it's all compatible with old save files, at least as long as you refer to the download instructions on the main page. My hope is that this makes the combat in the game a) A lot less stale, especially for purely physical fighters, and b) A lot more balanced, and less grindful. Grindy? Full of grind. Grindful.
Anyway. If you feel like updating and giving it a try, by all means do so! And if you're new to the game, I hope you enjoy it. Please feel free to give feedback, and let me know if there's anything you'd like to see change or any major bugs that I'm unaware of. Peace!
Bloodstained Hands
Hey, can someone help me out with something? I'm trying to create an Overdrive skill for a later update where a character throws a bomb, and I'm basing the mechanics of the skill on the same ones that allow for throwing toxins and shuriken. Problem is, my scripting doesn't make any sense, and now for some reason THOSE mechanics aren't working either. I can't figure out how I made it work in the first place. So I'm curious, when you throw a toxin or a shuriken, what do you see? Does the actual icon of the item fly through the air, or is it some weird glitched animation that makes no sense? If someone could test this for me and report back I would greatly appreciate it.
EDIT: Never mind, I figured it out. Apparently it glitches out only when a character throws a toxin or shuriken with no weapon equipped. Which, let's face it, almost never happens. Unless you're testing and debugging the game, and forgot to re-equip your characters. Lovely.
EDIT: Never mind, I figured it out. Apparently it glitches out only when a character throws a toxin or shuriken with no weapon equipped. Which, let's face it, almost never happens. Unless you're testing and debugging the game, and forgot to re-equip your characters. Lovely.
Seeking feedback on an idea
Since I haven't exactly received feedback on this, I will release this in a later update. My own testing has found this mechanic to be a ton of fun, and with some clever scripting I've found a way to introduce several Overdrive skills without any database compatibility issues, while also keeping the skills list neatly organized. However, I would still like some feedback on one aspect of this mechanic.
What I'm looking for feedback on now is, what would you like to see as an Overdrive skill? I'll provide a list of what I have so far, and if there's something else you'd like to see please leave a comment below! To avoid too many spoilers, I'll leave them listed by class name, not character name, and I'll hide the effects in hide tags.
Assassin
Mage
Fighter
Soldier
Necromancer
I'd like to add several more skills that get progressively better as the game advances. I was thinking of making these skills available based on the currently equipped weapon, but I would also like to make at least one unique skill per character (not per class), so that each character has their own personal ability that matches their personality. Limit breaks in FFVII were designed this way, as a way to showcase each individuals abilities and demeanor. I'd like to draw inspiration from this and learn from the iconic games that set the standard for RPG's. If anyone has any suggestions for what sort of Overdrive skills they'd like to see, please comment below! I'm open to feedback.
What I'm looking for feedback on now is, what would you like to see as an Overdrive skill? I'll provide a list of what I have so far, and if there's something else you'd like to see please leave a comment below! To avoid too many spoilers, I'll leave them listed by class name, not character name, and I'll hide the effects in hide tags.
Assassin
Eviscerate
Two attacks at 125% strength. Prone to physical attack hit rates.
Execution
Available after class change. Never misses. One attack at 150% strength, chance to cause Bleeding.
Backstab
Only available when equipping ultimate weapon. Three attacks at 125% strength. Never misses. Extremely effective against final boss.
Two attacks at 125% strength. Prone to physical attack hit rates.
Execution
Available after class change. Never misses. One attack at 150% strength, chance to cause Bleeding.
Backstab
Only available when equipping ultimate weapon. Three attacks at 125% strength. Never misses. Extremely effective against final boss.
Mage
Serenity
Automatically fills all ally Overdrive gauges to full.
Celestial
Raises stats and grants auto-life to user.
Automatically fills all ally Overdrive gauges to full.
Celestial
Raises stats and grants auto-life to user.
Fighter
Rampage
Three attacks at 110% strength. Prone to physical attack hit rates.
Assault
Six attacks at full strength. Prone to physical attack hit rates. Only available when equipping ultimate weapon. Extremely effective against final boss.
Learns Bombardment at class change.
Three attacks at 110% strength. Prone to physical attack hit rates.
Assault
Six attacks at full strength. Prone to physical attack hit rates. Only available when equipping ultimate weapon. Extremely effective against final boss.
Learns Bombardment at class change.
Soldier
Bombardment
Attacks all enemies at 150% strength. Prone to physical attack hit rates.
Assault
See above under Fighter skills.
Learns Rampage at class change.
Attacks all enemies at 150% strength. Prone to physical attack hit rates.
Assault
See above under Fighter skills.
Learns Rampage at class change.
Necromancer
Calamity
All allies get guaranteed critical hits for a short time.
Fiend
Raises stats of user. Does not wear off on death.
All allies get guaranteed critical hits for a short time.
Fiend
Raises stats of user. Does not wear off on death.
I'd like to add several more skills that get progressively better as the game advances. I was thinking of making these skills available based on the currently equipped weapon, but I would also like to make at least one unique skill per character (not per class), so that each character has their own personal ability that matches their personality. Limit breaks in FFVII were designed this way, as a way to showcase each individuals abilities and demeanor. I'd like to draw inspiration from this and learn from the iconic games that set the standard for RPG's. If anyone has any suggestions for what sort of Overdrive skills they'd like to see, please comment below! I'm open to feedback.
Bloodstained Hands
Okay, good to know. Still, since you aren't the first person to struggle against it, and I've already got an update in the works, I'll probably nerf the boss a little bit. I still want it to be a bit of a challenge, it is a boss after all, but it doesn't have to be THAT tough. Especially so early in the game. Thanks for the feedback, and I hope you enjoy the rest of the game!
Bloodstained Hands
Yikes, that is a little unbalanced. In testing I only lost to him maybe once out of every five tries, but I made the game so I know how best to utilize combat and what to expect. Out of curiosity, do you remember what level you were during that fight? And did you adjust any battle settings such as battle speed or wait modes?
Bloodstained Hands
Hi Miremira,
The Atlach Nacha is the first major boss battle of the game, and as such cannot be escaped. Boss battles are mandatory encounters, so escape is disabled. I'll admit, the boss is a fairly new addition to the game, so I haven't been able to test it very thoroughly. Seeing as there are several people struggling with it, I may reduce the difficulty in a later update assuming no one contradicts this feedback. I will refer you to the response I gave Toasty as well though, in that it would be best to focus on attacks, neglect healing, and use Fire spells as much as possible. I would also strongly recommend making sure your fire spell has been upgraded to at least Fire II. Hopefully this helps, and good luck!
EDIT; Also in regards to the health bar. As long as damage numbers appear, you are hurting it. Certain bosses such as this one and ones you may face later have their health hidden and you won't know how close you are to killing it. This only applies to high level unique bosses, but I will assure you that (aside from the training dummies in the Sanctuary) there are no invincible enemies in the game. Put simply, if it bleeds (takes damage), you can kill it.
EDIT; Also in regards to the health bar. As long as damage numbers appear, you are hurting it. Certain bosses such as this one and ones you may face later have their health hidden and you won't know how close you are to killing it. This only applies to high level unique bosses, but I will assure you that (aside from the training dummies in the Sanctuary) there are no invincible enemies in the game. Put simply, if it bleeds (takes damage), you can kill it.
Bloodstained Hands
Bloodstained Hands
Hi Asora,
Spoilers
EDIT: I'm currently working on a game guide that will help detail how to complete each mission, as well as reveal hidden treasures and cutscenes. It'll take a while to fully put together, but once it's done you can refer to the guide for most questions. In the mean time, please feel free to ask any questions you have about the game in the comments below. I'm happy to help.
Spoilers
I'm not sure which part you are at, but I'll try to help you out. If you are at the first port town in Rubana, there will be a guard standing outside the lighthouse. He will explain about the letter of authorization. If you return at night (or simply sleep at the inn), the guard will be asleep and you can break into the lighthouse to steal the letter then.
If you are at the second town, in Topale, you will need to break into the lighthouse there as well, where you'll find a note that reveals that you'll need to search the town at night to find the guard carrying the second letter.
The key for both of these is to search at night. Hope this helps. Good luck!
If you are at the second town, in Topale, you will need to break into the lighthouse there as well, where you'll find a note that reveals that you'll need to search the town at night to find the guard carrying the second letter.
The key for both of these is to search at night. Hope this helps. Good luck!
EDIT: I'm currently working on a game guide that will help detail how to complete each mission, as well as reveal hidden treasures and cutscenes. It'll take a while to fully put together, but once it's done you can refer to the guide for most questions. In the mean time, please feel free to ask any questions you have about the game in the comments below. I'm happy to help.
















