YOSHIO'S PROFILE
Yoshio
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I am Yoshio.
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What happened to final tear and Stevie
author=GreatRedSpirit
You'll have to go to Finar Tear 3's dedicated website here. The creator took the game down from RMN.
/thread
Sharing the Suffering: the Final Tear
Does anyone think this review is biased.
F-G is my new personal hero on this site
I've had precious little reason to keep obsessively checking the forum part everyday lately, not enough interesting threads that make it past 1 day
I've had precious little reason to keep obsessively checking the forum part everyday lately, not enough interesting threads that make it past 1 day
Good games without heavy profanity?
What's the new Featured Game?
Does anyone think this thread is biased
every topic i like winds up there eventually ;-;
edit: why can't i ever get a captcha text like that??
edit: why can't i ever get a captcha text like that??
Does anyone think this review is biased.
Let's Try with LockeZ
author=LockeZ
Yeah, once I'd won about ten battles and figured out that I could control my healer outside of battle, healing between battles was no longer a problem. However, those first ten battles were a nightmare, and I feel like most people would not even think to check if they can control the healer outside of battle, since you can't control him during battle. I only noticed it by accident because I was looking for things to comment on before the first battle started.
I still think giving all three guest characters a free combat-only revive spell would be very helpful. I have no problem with hard games but the intro dungeon should be a little more forgiving, especially when 75% of your team is on autopilot so the random chance factor is hugely magnified.
Instead of hiding things in the first town, maybe you should just give them to the player automatically along with the 50g. When I start playing a game, I want to actually start playing it as soon as the story will allow; I don't want to hunt through dressers in a village for fifteen minutes first. I never even thought to check crates and dressers, because RPG designers stopped doing that in the early PSX era after they realized it was really annoying.
I stopped caring about the loss of the items after I realized it was the end of the demo, and will be the end of the prequel chapter in the final game. And I suddenly remembered your post in the Unwinnable Battles topic where you said you'd reset the inventory and gold after that fight anyway. So it's actually fine.
I guess I do constantly sound angry in the videos though. Haha. Maybe I'll try to rage less in the future?
@Zephyr: I'll add it to my list!
well I started to take an evil sort of pleasure from it, but maybe some people would get rather angry. I'l make some adjustments so players who aren't like me (don't obsessively check everything in a town) aren't punished so severely. I just assumed everyone who played RPGs regularly did that
Let's Try with LockeZ
sorry to say that i honestly did enjoy the videos alot in spite of (or perhaps because of) how angry you got playing the game
here are some things that could have helped:
1. the town is full of free items in the barrels, crates, and drawers. I think I stashed away 2 revive items and like 5 cherries and potions around the town, as well as a free starting armor. The monster behind the desk in the dungeon also sells more items (not sure if you talked to him or not) You're expected to heal up more or less fully in between the fights, which is probably alot harder if you missed the free loot i guess
2. red is the weakness, green is the resistance. talking to the kid with the green hair will let you go down the well where some slime monsters will tell you that and some other game info. In all my play tests I used the scan on the first turn with each enemy that I didn't see before and used the weakness on the second and this almost always allowed me to kill the enemies before they could knock anyone out (once or twice this happened anyway but I had 2 revive items plus enough money to buy a third before it did) I should consider nerfing enemy attack power cause of course the creator of the game and my insane "must 100% everything" game tester probably aren't good judges of difficulty
3. the exclamation points above nothing are one of two bugs in the script I am using and the only one that bothers me (the other is that if you just stand still and not touch the enemies they will spaz out for a few seconds then give up and stand there but I think that's kind of reaistic behavior for monsters i established as being eager for fights but not attacking without permission.) I like to think the buggy exclamation points are the monsters saying "hello!" again.
I'm glad you played through the whole thing despite not seeming to like the music, dialogue, or main character very much and getting game over so many times. That's some dedication.
More than anything I'm glad that you legitly laughed at the game's dialogue a couple of times. The game is about 75% comedy so that in of itself gives me motivation to edit a FEW things at the start (having the priest auto heal you somehow is one I'm really eager to implement) and keep working on the rest
edit: the reason you used up so many items on that unwinnable fight is because you lasted way longer against him than i ever did (and i always use up all my items in unwinnable fights because i feel like playing along)
here are some things that could have helped:
1. the town is full of free items in the barrels, crates, and drawers. I think I stashed away 2 revive items and like 5 cherries and potions around the town, as well as a free starting armor. The monster behind the desk in the dungeon also sells more items (not sure if you talked to him or not) You're expected to heal up more or less fully in between the fights, which is probably alot harder if you missed the free loot i guess
2. red is the weakness, green is the resistance. talking to the kid with the green hair will let you go down the well where some slime monsters will tell you that and some other game info. In all my play tests I used the scan on the first turn with each enemy that I didn't see before and used the weakness on the second and this almost always allowed me to kill the enemies before they could knock anyone out (once or twice this happened anyway but I had 2 revive items plus enough money to buy a third before it did) I should consider nerfing enemy attack power cause of course the creator of the game and my insane "must 100% everything" game tester probably aren't good judges of difficulty
3. the exclamation points above nothing are one of two bugs in the script I am using and the only one that bothers me (the other is that if you just stand still and not touch the enemies they will spaz out for a few seconds then give up and stand there but I think that's kind of reaistic behavior for monsters i established as being eager for fights but not attacking without permission.) I like to think the buggy exclamation points are the monsters saying "hello!" again.
I'm glad you played through the whole thing despite not seeming to like the music, dialogue, or main character very much and getting game over so many times. That's some dedication.
More than anything I'm glad that you legitly laughed at the game's dialogue a couple of times. The game is about 75% comedy so that in of itself gives me motivation to edit a FEW things at the start (having the priest auto heal you somehow is one I'm really eager to implement) and keep working on the rest
edit: the reason you used up so many items on that unwinnable fight is because you lasted way longer against him than i ever did (and i always use up all my items in unwinnable fights because i feel like playing along)













