WHEELMANZERO'S PROFILE
WheelmanZero
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Just a guy who loves rpg's. Thanks to some serious encouragement from several new friends and the community at large, I was able to complete one of my own. Game making is my favorite hobby, so you can expect more games on the way. Play on fellow gamers, play on!
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Umbral Soul
Be careful dude, posting more than one time in a row is against the site rules, and it looks like you have 3 there. If you want to add something before someone had posted after your latest post, you can edit your previous post and add to it. I just don't want the powers that be dropping the hammer on you.
Heh nope, sorry. The only orbs in the games are key items, and they shouldn't be able to be bought or sold. I've fixed the second issue you mentioned for the ultimate version. Strangely enough, I like the slime quest the way it is now. It's designed so that the player won't grind up draughts and become super OP until a certain point in the game.
Now if you'll excuse me, I have to get back to scrambling for my life to get this bacon jam project done.
Heh nope, sorry. The only orbs in the games are key items, and they shouldn't be able to be bought or sold. I've fixed the second issue you mentioned for the ultimate version. Strangely enough, I like the slime quest the way it is now. It's designed so that the player won't grind up draughts and become super OP until a certain point in the game.
Now if you'll excuse me, I have to get back to scrambling for my life to get this bacon jam project done.
Umbral Soul
I can't give an exact number of how many more scenarios there will be, but they won't necessarily be tied to new sidequests. Luminous Soul's prologue will have more interactivity than Umbral Souls, and won't be as long since the setting for the game has already been set.
I'm not sure I want to do a demo this time around. I was planning on just releasing the finished product when it was done.
I'm not sure I want to do a demo this time around. I was planning on just releasing the finished product when it was done.
Umbral Soul
That's ok man, I don't know how to record and upload videos either. I appreciate the sentiment though. It's great you've been getting so much enjoyment out of the game.
Umbral Soul
Useless to make a prequel to a prequel? Tell that to Star Wars. Besides, the order would be more like:
"???"(Prequel) --> "Umbral Soul" (Main Story) --> "Luminous Soul" (Sequel).
"???"(Prequel) --> "Umbral Soul" (Main Story) --> "Luminous Soul" (Sequel).
Umbral Soul
Well I'm glad someone does! Of course, we've been killing demon lords for so many years we're probably used to hating them by now.
Wow, more unbelievably overwhelming compliments! I didn't expect people to get into the story so much. In fact, I thought they'd be bored since there's so much talking. I suppose the scenarios are doing their job then. You've got some interesting theories there, and while I won't spill the beans on future events, I will say that everyone's story reaches a conclusion in the sequel. I don't want to drag things out simply for the sake of making another game, I want every game in the series to have a major impact on the lore. The game's lore will continue even after Luminous Soul, but that's a conversation for another time.
Like you said, in the grand scheme of things, Azrille is just doing what he believes needs to be done to lead his people to a better future. Unfortunately, "human genocide" is on his to do list, so while he can be compassionate towards his own kind, he's still an evil jerk.
Wow, more unbelievably overwhelming compliments! I didn't expect people to get into the story so much. In fact, I thought they'd be bored since there's so much talking. I suppose the scenarios are doing their job then. You've got some interesting theories there, and while I won't spill the beans on future events, I will say that everyone's story reaches a conclusion in the sequel. I don't want to drag things out simply for the sake of making another game, I want every game in the series to have a major impact on the lore. The game's lore will continue even after Luminous Soul, but that's a conversation for another time.
Umbral Soul
Summons and whatnot
Ha! No one likes poor Azrielle. The thing about summons is that obtaining them isn't madatory to complete the game. In fact, you could probably beat the entire game without switching from Lanith even once. Summons spice up combat by adding new moves and abilities into the mix. Plus, having an entire army of monsters at your fingertips makes you feel more powerful, even though you really just need three. It's about having the luxury of thinking to yourself, "Should I crush this group of soldiers in the tentacles of my giant squid, or incinerate them with my fire breathing dragon instead? Decisions, decisions."
Being an OP Evil Sorceress
The reason why Pandora is so crazily overpowered compared to everyone else is because she is the only character in the game who is present for every battle. She is constantly gaining exp, while the others have to be switched into the party to grow stronger. Making the summons even stronger would make an already easy game laughably easy. I made Fount of Darkness and Infernal Awakening single target spells because I wanted the player to be careful in choosing their actions during Pandora's turns. I wanted them to think and plan, "Which character would benefit from this the most?"
Per-so-na!
That idea about adding a cost to summoning is interesting, but I believe it would only discourage players from using all their summons and force them to rely on a select few. I was hoping to create a Persona-like battle rythm, where the player would continually switch summons to suit the situation. That's why I'm not fond of Pandora's healing ability. Why switch to a healer when there's already one constantly sitting in your party? And yes, Demora is hilariously OP.
Rare Candy Demon's Draughts
The draughts actually do only affect summons, but when you use them they highlight the entire party, which is highly annoying. if you use one, you'll notice that there is no change in exp for non-summon characters, as the item is linked to a common event that grants a specific list of Actors exp. Maybe I'll switch the targeting on those items to 1 character so people don't get the wrong idea.
"Caterpie used String Shot!"
You've got some interesting suggestions for attack modifications, but there were a few specific reasons I decided to have certain characters learn specific moves. Let's take Damien for instance. I wanted each character to feel somewhat unique in their abilities and strategies. Giving him a healing move would make him feel more Lanith-ish, and break away from his theme of controlling people. The HP consuming moves are actually tied into the story in that using them takes a portion of the user's lifeforce. It would definitely makes sense for Damien, but not Marcus, as his magic doesn't burn up his life.
Thank You!
But hey, I always love hearing suggestions, so if you have any more, feel free to share. I hope you enjoyed your journey to ruin everyone's lives and crush their heroes under the feet of an army of monsters.
Ha! No one likes poor Azrielle. The thing about summons is that obtaining them isn't madatory to complete the game. In fact, you could probably beat the entire game without switching from Lanith even once. Summons spice up combat by adding new moves and abilities into the mix. Plus, having an entire army of monsters at your fingertips makes you feel more powerful, even though you really just need three. It's about having the luxury of thinking to yourself, "Should I crush this group of soldiers in the tentacles of my giant squid, or incinerate them with my fire breathing dragon instead? Decisions, decisions."
Being an OP Evil Sorceress
The reason why Pandora is so crazily overpowered compared to everyone else is because she is the only character in the game who is present for every battle. She is constantly gaining exp, while the others have to be switched into the party to grow stronger. Making the summons even stronger would make an already easy game laughably easy. I made Fount of Darkness and Infernal Awakening single target spells because I wanted the player to be careful in choosing their actions during Pandora's turns. I wanted them to think and plan, "Which character would benefit from this the most?"
Per-so-na!
That idea about adding a cost to summoning is interesting, but I believe it would only discourage players from using all their summons and force them to rely on a select few. I was hoping to create a Persona-like battle rythm, where the player would continually switch summons to suit the situation. That's why I'm not fond of Pandora's healing ability. Why switch to a healer when there's already one constantly sitting in your party? And yes, Demora is hilariously OP.
The draughts actually do only affect summons, but when you use them they highlight the entire party, which is highly annoying. if you use one, you'll notice that there is no change in exp for non-summon characters, as the item is linked to a common event that grants a specific list of Actors exp. Maybe I'll switch the targeting on those items to 1 character so people don't get the wrong idea.
"Caterpie used String Shot!"
You've got some interesting suggestions for attack modifications, but there were a few specific reasons I decided to have certain characters learn specific moves. Let's take Damien for instance. I wanted each character to feel somewhat unique in their abilities and strategies. Giving him a healing move would make him feel more Lanith-ish, and break away from his theme of controlling people. The HP consuming moves are actually tied into the story in that using them takes a portion of the user's lifeforce. It would definitely makes sense for Damien, but not Marcus, as his magic doesn't burn up his life.
Thank You!
But hey, I always love hearing suggestions, so if you have any more, feel free to share. I hope you enjoyed your journey to ruin everyone's lives and crush their heroes under the feet of an army of monsters.
Umbral Soul
Sounds like your playstyle is similar to mine. I love finding loopholes in games that allow me to become crazy powerful. In Final Fantasy IX, I found an island filled with powerful green dragons that I farmed for massive amounts of experience until I was ridiculously powerful. I was so OP it wasn't even funny.
So about the exp items, I think I know what's going on here. See, demon's draughts and drafts actually only give exp to summons. These items highlights the entire party when you them, but that's only because I wasn't able to find a compatible script that allows only certain characters so use certain items (trust me, I've looked). Although the entire party is selected,only the summon gets the exp. You needn't fear overleveling Pandora when using those items. Of course, if you level them through grinding, yeah, she'll be super OP.
This being the case, it's faster to gain exp through grinding if you're aiming to level the entire party. If you want to level a summon quickly without grinding, demon's draughts/drafts are the way to go. I've rebalanced the rewards for the next version, as I had forgotten to give a lot of enemies sellable drops. I've also lowered the cost of draughts and increased their effectiveness, which should allow players to more easily raise multiple summons to their maximum levels, and obtain their ultimate forms. Or you could just train one unbeatable summon and murder everything with it.
In several cases, I forgot that items have their value cut in half when you sell them. The ectoplam drops for example, were supposed to be worth 175 gold each, so I should have valued them at 350 gold. I actually just noticed that now, so thanks for the heads up!
I don't play on hard either, it always seemed kind of pointless to me. I mean sure, it's great when you're running through a New Game+ and you don't want to one shot everything, but otherwise it just seems like it makes games more frustrating. Even though I'm changing things about this game, I'd rather not spend too much time improving it, since I'd like to continue working on the sequel as soon as possible. Adding difficulties would be a time consuming task, so I think I'd rather just tweak the bosses a bit and call it a day.
So about the exp items, I think I know what's going on here. See, demon's draughts and drafts actually only give exp to summons. These items highlights the entire party when you them, but that's only because I wasn't able to find a compatible script that allows only certain characters so use certain items (trust me, I've looked). Although the entire party is selected,only the summon gets the exp. You needn't fear overleveling Pandora when using those items. Of course, if you level them through grinding, yeah, she'll be super OP.
This being the case, it's faster to gain exp through grinding if you're aiming to level the entire party. If you want to level a summon quickly without grinding, demon's draughts/drafts are the way to go. I've rebalanced the rewards for the next version, as I had forgotten to give a lot of enemies sellable drops. I've also lowered the cost of draughts and increased their effectiveness, which should allow players to more easily raise multiple summons to their maximum levels, and obtain their ultimate forms. Or you could just train one unbeatable summon and murder everything with it.
In several cases, I forgot that items have their value cut in half when you sell them. The ectoplam drops for example, were supposed to be worth 175 gold each, so I should have valued them at 350 gold. I actually just noticed that now, so thanks for the heads up!
I don't play on hard either, it always seemed kind of pointless to me. I mean sure, it's great when you're running through a New Game+ and you don't want to one shot everything, but otherwise it just seems like it makes games more frustrating. Even though I'm changing things about this game, I'd rather not spend too much time improving it, since I'd like to continue working on the sequel as soon as possible. Adding difficulties would be a time consuming task, so I think I'd rather just tweak the bosses a bit and call it a day.
Umbral Soul
Oh don't worry, I'm not going to mess with the stats that much, I just want bosses to pose more of a threat and have a little more staying power. I'm not touching that one battle with you-know-who though. That guy is as tough as nails, probably one of the hardest bosses in the game.
Chrono Cross was brutally hard for me, since I usually overlevel myself in order to win. In that game, you couldn't really grind up levels, which is what eventually caused me to quit. You win this time, evil talking cat man. On the plus side, the battle system and attack animations were downright cool.
Heh heh, you gotta be patient with that room and use shift to run at the end, or you'll end up french fried, as I'm sure you learned. And to think I believed I was being generous with how long it took for those fire pits to flare up.
Difficulty is indeed a hard thing to gauge, as different players have different skill levels and ways of playing, but I'll tell you right now that you are currently hilariously overleveled. I'm surprised you were able to gather up so many summons before even heading to Lindale. I hate overpowered enemies myself, especially one's that can kill you in a single hit. The healing in Umbral Soul is extremely limited, so I took care not to make any one enemy capable of one-shotting your party unless you're extremely underleveled.
Still, I'm glad you're able to take a breather from bring eaten in one gulp by random treasure chests, and even gladder (that's a word, right?) that you continue to be entertained.
So yeah don't worry, I don't plan on giving this game the Dark Souls treatment, but I do plan on providing players who want a bit more challenge with an opportunity to test their skills.
EDIT: I forgot to mention that I always have a good laugh when you criticize Ranarok and Pandora for their stupidity.
Chrono Cross was brutally hard for me, since I usually overlevel myself in order to win. In that game, you couldn't really grind up levels, which is what eventually caused me to quit. You win this time, evil talking cat man. On the plus side, the battle system and attack animations were downright cool.
Heh heh, you gotta be patient with that room and use shift to run at the end, or you'll end up french fried, as I'm sure you learned. And to think I believed I was being generous with how long it took for those fire pits to flare up.
Difficulty is indeed a hard thing to gauge, as different players have different skill levels and ways of playing, but I'll tell you right now that you are currently hilariously overleveled. I'm surprised you were able to gather up so many summons before even heading to Lindale. I hate overpowered enemies myself, especially one's that can kill you in a single hit. The healing in Umbral Soul is extremely limited, so I took care not to make any one enemy capable of one-shotting your party unless you're extremely underleveled.
Still, I'm glad you're able to take a breather from bring eaten in one gulp by random treasure chests, and even gladder (that's a word, right?) that you continue to be entertained.
So yeah don't worry, I don't plan on giving this game the Dark Souls treatment, but I do plan on providing players who want a bit more challenge with an opportunity to test their skills.
EDIT: I forgot to mention that I always have a good laugh when you criticize Ranarok and Pandora for their stupidity.
Umbral Soul
Skylide- Yeah, backtracking tanks. A lot of rpg elements like having poison persist after battle are traditions that have been carried throughout countless games, yet I've always found them annoying rather than fun. My rule is, it I don't think it's fun, it's not making it into my game, tradition or not. I'm making leveling up and acquiring gold easier in the next version, since it can be a little tedious in the current one. But hey, I'm thrilled you're having fun!
reggird- Congrats on beating the game! Bust out the confetti! Break open the champagne! Microwave the celebratory pizza bagels! "One of the best rpg maker games you've played in your life," huh? People keep saying that, but I can't believe them. My brain can't process that level of joy, so it just defaults to disbelief instead.
I had that bug with the shift button brought to my attention a little while ago. I think what I'll do is scrap insight and have Ragnarok reveal info on each enemy from the beginning of the game. It'll be like carrying an evil, fiery, one-eyed player's guide with you wherever you go.
About that last scenario...
And about the...
Kraken. Yes, attacking twice a turn is the Kraken's gimmick.
Seems like people grinded up to unanticipated levels, which made most enemies a breeze. In the next version, Pandora won't have her healing spell, and the bosses will be tougher, so it won't be quite as breezy. In general, I want players to rely more on their summons in the future.
Soo...sorry about that gaping hole in your soul, but there's more content on the way, so you can look forward to playing that. Thank you both for making what was already an awesome night even better!
guillaume- Whoa dude, spoilers! If you're going to talk about major story elements, you need to hide them in a tab. To hide part of a comment, highlight whichever part you'd like to hide and hit the third form the last icon. It's the eye with the red line going through it. If you could hide that first comment of yours, I'd appreciate it.
Of course we can avoid that problem entirely if you just send all your questions through e-mail like you did before. I'd rather not discuss plot points on the game page anyway, but sending me an email is always fine.
EDIT: Oh yeah, I forgot to mention that I'm surprised someone finally recognized Ran!
reggird- Congrats on beating the game! Bust out the confetti! Break open the champagne! Microwave the celebratory pizza bagels! "One of the best rpg maker games you've played in your life," huh? People keep saying that, but I can't believe them. My brain can't process that level of joy, so it just defaults to disbelief instead.
I had that bug with the shift button brought to my attention a little while ago. I think what I'll do is scrap insight and have Ragnarok reveal info on each enemy from the beginning of the game. It'll be like carrying an evil, fiery, one-eyed player's guide with you wherever you go.
About that last scenario...
After completing the succubus sidequest, talk to the black haired woman outside the inn in Arcfall to unlock it.
And about the...
Kraken. Yes, attacking twice a turn is the Kraken's gimmick.
Seems like people grinded up to unanticipated levels, which made most enemies a breeze. In the next version, Pandora won't have her healing spell, and the bosses will be tougher, so it won't be quite as breezy. In general, I want players to rely more on their summons in the future.
Soo...sorry about that gaping hole in your soul, but there's more content on the way, so you can look forward to playing that. Thank you both for making what was already an awesome night even better!
guillaume- Whoa dude, spoilers! If you're going to talk about major story elements, you need to hide them in a tab. To hide part of a comment, highlight whichever part you'd like to hide and hit the third form the last icon. It's the eye with the red line going through it. If you could hide that first comment of yours, I'd appreciate it.
Of course we can avoid that problem entirely if you just send all your questions through e-mail like you did before. I'd rather not discuss plot points on the game page anyway, but sending me an email is always fine.
EDIT: Oh yeah, I forgot to mention that I'm surprised someone finally recognized Ran!













