WHEELMANZERO'S PROFILE

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!
Umbral Soul
Build an army. Embrace the darkness. Conquer the world.

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Decisions

Hey, if it makes the experience better, I say go ahead and think outside the box! There are plenty of games out there that focus on capturing the essence of the good ol' days, so trying a more unorthadox combination will make your game stand out at the very least, as long as it's done right. Besides, this is your vision, and you have the right to build it any way you want. Good luck!

Monster Hunt

If I can offer a bit of advice, the best way to improve your game is to playtest it into the ground. Yeah, it can get tedious at times, but it's a great way to spot issues. If any part of your game seems even the slightest bit unfun to play, play that part over and over and tweak it until it's just right. When working on a map, a random counter, a boss fight, a cutscene, anything, think of it as its own little world and focus solely on it until it's perfect.

Boss battles in particular are something you need to test repeatedly to make sure they're both fair and fun. Bosses that spam heal are particularly frustrating, so if they're going to use it, I'd suggest having them use it only once or twice per battle. In the case of the Lamia, perhaps you can have it heal only by sacrificing one of its minions once its health reaches a certain point. Just stick with it and I know you'll keep improving!

Monster Hunt

Awesome stuff midnightzelda, awesome stuff indeed! I finally made it past those accursed slimes and met with the second boss for a climactic showdown.I actually had her on the ropes, then suddenly she was healing 500+ hp every turn. She used heal on herself no less than 6 times, instantly erasing all the hard earned progress I had made on whittling down her hp bar over and over again. Seduction was too inconsistent a status effect to rely on, and my party bit the dust after taking one too many icebergs to the face. In my opinion, bosses that heal can be fun, but when they spam healing moves over and over, they become tedious and frustrating.

I just barely managed to defeat the boss on my second attempt, but the battle had expended all my resources and left me with only 1 half-dead party member. Problem is, I am now forced to backtrack through several maps filled with nearly unavoidable encounters that will undoubtedly finish me off. An easy fix for this would be to set up a teleport event that sends you back to a safe area once the boss is defeated. Backtracking tends to rub a lot of gamers the wrong way, so I'd suggest avoiding it whenever you can unless it contributes something worthwhile to the game.

One more little piece of advice I'd give would be to avoid putting encounters in puzzle and boss rooms. When dealing with a puzzle, it's best to have the player focus only on the puzzle without any distractions. Had I taken on the two wandering encounters before the second boss, I'm sure they would've exhausted my resources to the point that she would have whooped my butt without breaking a sweat. Many rpg's set up heal points before boss battles because they know the player needs to be in top form to conquer the upcoming challenge. The two encounters before the second boss have the opposite effect, and hurt your chances of defeating what is already a formidable enemy.

Alright, that's enough of the negative! I gotta say the mapping in this game is top notch. The second boss room especially gives off a "oh snap, things just got real, time to get serious!" sort of vibe. It's probably one of the best things about the game, so keep it up!

Welp, that's it for now. You're doing great,keep going, I'll be looking forward to watching this game grow and evolve even more! (And yes, that was a pokemon pun. Sue me.)

Monster Hunt

Plugged some more time into the game, so you know what that means. That's right, it's constructive feedback time! I'm happy to say I was able to finally get past that crate puzzle. Making the movable crates open was a good move, and providing an emergency exit was an even better one. Katherine can actually inflict damage now, which is a major plus, making her my second favorite character to use.

Unfortunately, I'm finding the battles to be a bit too tedious for my personal taste. The bats, rats, snakes and spiders have a lot of hp, and give rather meager rewards in terms of exp and gold. Battles are a big part of an rpg of this type, so you have to make the player want to fight. One of the ways you can do this is fine tuning the balance between effort and reward. Now if the enemies had their current level of hp and gave large amounts of exp and gold, they would be worth spending a good amount of time to defeat. Spending 8 hits per enemy excluding misses against a group of 2 monsters for 1 gold, a small chunk of exp, and a healing item feels like too much effort for too small of a reward. What I would suggest would be to lower the enemies hp and greatly increase the amount of gold they drop. That means less time grinding and more time moving forward and reaping the benefits. If there's anything rpg gamers love, it's the feeling of making progress, of growing stronger, of killing that rat in one less hit than it took them before.

The slimes on the path to the ruins were the worst offenders in terms of taking too long to kill. They have monstrous levels of hp (no pun intended), hit hard, and come in very large mobs. These battles felt more like boss fights than common encounters. At eight hits a piece against 5 slimes, it would take 40 successful attacks to clear one of these battles, unless the game blessed you with enough tp to have Dylan use his group attack. (Did I mention that I love Dylan's moveset?) I actually had to end my progress there because the slime mobs were just too tedious to fight.

This isn't to say all the battles in the game were bad. The minotaur/dark fairy combo was an epicly awesome encounter. Casting seduction on the minotaur and watching it slice that annoying little pest to bits was almost too satisfying for words. I'm sure Link would approve.

The bed in the hut by the ruins is greatly appreciated. It allows the player to grind away at the enemies next door without having to make an expensive trek back to town. I'm not sure if you have a "wait" command in the bed event, but if you do, I would recommend shaving a couple seconds off of it, as it takes a little too long for the screen to fade back in after resting. Also, I spotted one more little typo that pops up while speaking to the red-head in the hut after defeating the first boss. "We can handle whats (what's) left."

One last suggestion I'd make is to try and make your boss battles more memorable by adding some sort of gimmick to each one. For example, the lamia boss works alongside two snakes, so perhaps you could have the lamia draw strength from the snakes on occasion. You could give it an attack that decreases one of the snakes stats while increasing its own. Not only would this add a bit of flair to the battle, but it would also emphasize the fact that the lamia is a merciless beast that will feed off its brethren to survive. The reason I loved the minotaur/dark fairy fight was because it gave a sense of cooperation between the two monsters. The frail fairy hiding behind and healing the burly minotaur as he lays the smackdown on their enemies, now THAT'S an epic battle worth fighting! The same goes for the dark/fairy cockatrice mobs. Without something that sets it apart, boss battles are simply normal encounters against enemies with a longer hp bar that hit a bit harder. Giving each boss in your game a gimmick will make them both more enjoyable and more memorable.

Alright, that's enough rambling, this is a post, not a blog. To sum up my suggestions:
-either less hp and more gold or same hp and more gold+exp for enemies
-memorable gimmicks for boss battles (who cares if its been done before, all that matters is that it's fun!)

And that's it for now. I'll pop in for some more suggestions once I've gotten past those blasted slime mobs. Also, don't feel pressured to mold your game to my personal tastes. At the end of the day, this is your baby, and what it becomes is entirely up to you. I just hope my rambling can be of help to you somehow. Once again, good luck!

Monster Hunt

Midnightzelda and Linkis? I feel like I need to change my avatar to Ganondorf to fit in with you guys! Allow me to help out with a little constructive feedback.

I was able to play up to the sliding crate puzzle, but unfortunately I was unable to find any conceivable way to proceed, since the crates I needed to push to get through were unmovable (and believe me, I tried!).

First let me say that the bar job minigame was both clever and well evented, reminds me of the one from Persona 3 only more engaging. Unfortunately, everything in the game is fairly expensive, and monsters drop minuscule amounts of gold. While the bar minigame was fun, I don't think I'd want to do it for an hour to be able to afford decent weapons.

On the subject of money, healing was also a bit of an issue. I was getting $1 drops off of monster battles, and the only way I could find to heal was to either buy expensive recovery items or return to the nurse's office in town and buy another ticket to the ruins for $6. Personally I'd rather beat the tar out of enemies and get exp and money simultaneously than spam the bar minigame and only grind up cash.

In regards to the battles, I found that my attacks were missing quite often, while Katherine was pretty much useless due to her inability to inflict damage with her attack. Between the constant misses and the 0's that were popping up whenever Katherine attacked, I often felt like I wasn't getting anywhere during battles and found myself avoiding them. For me, battles are the meat of an rpg, while the story is the potatoes, so making them a fun and streamlined experience is vitally important. Dang, now I've made myself hungry...

One quick suggestion I would make would be to have the player be positioned 1 tile away from the transfer event when entering a room rather than on top of it. That way, the player won't have to move one tile up, then one tile down to exit the room. Also, in the message "This person had the sense to lock there door." You're going to want to change "there" to "their".

On a more positive note, I dig the mapping in this game, and I love the fact that the game doesn't allow you to j-walk. For some reason I found that hilariously awesome. The little hint robots were adorable as well, they kind of remind me of omochao though. *shudder*

To sum up my suggestions:

-More $ from battles
-Lower or no dodge rate
-Either higher atk or another way to inflict damage for Katherine
-Transfer events 1 tile away from the actual event
-A way to heal at the ruins without returning to town


You're off to a good start, keep plugging away on this and I think it will evolve into a very enjoyable game. Best of luck to you!

Astagal - The Ether Warriors Saga

Blast! That's a real bummer alright. Well things happen, we understand. Sorry to hear about your game's untimely demise.

Astagal - The Ether Warriors Saga

Awesome. I shall purchase my tickets for the hype train immediately!

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Well geez, now I just feel bad. Sorry about that, giant terrifying cyclops monster. Your spleen is safe.

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His weak point is obviously his spleen. GO FOR THE SPLEEN!

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Soo...do you want to hit the panic button, or should I?