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Wrapping up Chapter 1 and Talking about Communication!

I think you definitely need to include the tags if you're going with % based modifiers. Those aren't common in RPGs, and aren't clear just from a glance. It'd be nice to be able to tell which equipment give what stats without having to test them all individually.

The tags do look pretty bulky though... Is it possible to display them in a smaller font?

First Taste of the OST!!

As great as the title theme is, I am a bit concerned about mixing tracks from different composers; it's usually very obvious when people do that, and can be jarring if the styles clash. It's not impossible to take that into account, though, and I'm sure your composer knows what he's doing.

Chapter 1 Progress and Companion Talk

Aha, Trill's allegiance is revealed! I like your idea of making every one of Ayer's party members have a unique twist on the battle mechanics, it sounds like it'll really cement the "Devil May Cry" tone you said you were going for -- superpowered weirdos who have to fight other superpowered weirdos.

And more ways to facilitate item-based strategies are always good.

Let’s Get to Know You, Rotting Jack O’Lantern!

A high-level Rotting Jack O’Lantern can use it’s weird ethereal body to completely negate physical attacks.

oops

It's cool to see a caster-type! Most of the forms seem pretty physical-oriented so far.

Prologue Updated with LOTS of Changes!

Amalie's line about women and age has been replaced to be more appropriate for her and the setting

Thank you for this! I'm sorry if it came across as nitpicky, but it's nice to see you're willing to listen to even minor thoughts like this.

Mia's Lightning Draw can no longer inflict Critical hits

Oh no, now I can't defeat all the prologue enemies effortlessly!

The Unbroken passive now (...) cuts EXP gain by 90%

As an Undertale player, I find this amusing.

Progress and the Future

If you played the prologue, you'll recall Amalie has no magical abilities for herself, so this was given to her to keep consistent with the story and world.


:D :D :D

The fact that you're putting more effort into gameplay/story integration than about half the commercial industry alone means you deserve every cent you'll make from this. Good luck!

IT'S HERE! Soma Spirits is released!

Woah, already?! That's incredible! I'll be sure to try this soon (though I'm in the middle of watching another game right now).

Grinding's Final Hours and Harnessing the Power of Foes

That does seem like a good way to balance it, especially since it discourages using Miasma Charge just to heal.

Which raises an important question: will Trill be joining Mia's party, or Ayer's? Mia could get free healing (of a sort) as well... I notice you didn't specify like you did with Luke. Intentional mystery? ;)

Mid-Month Update - The Great Debuff Problem of 2016

It sounds like % based alterations might be approaching this from the wrong direction to begin with. What you're observing is a problem that occurs when using subtractive rather than divisive defense (a split in methodologies that has been extensively discussed on RMN and elsewhere, I believe). In a subtractive defense system, buffs and debuff make huge differences -- doubling attack or defense can affect damage by far more than 200%, as you're observing. Percent-based scaling doesn't work well in such a system unless you scale HP growth just right (which is what you're proposing in solution 1), since the differences created, and thus the damage variance, will upscale wildly with stat growth.

I think the most logical option is to play to the basis of the battle system: simple arithmetic. Make buffs and debuffs alter stats by a fixed number, possibly varying with magic attack if you still want a bit of a scaling effect. Is that possible or is VX Ace just not built for that functionality?

Play the demo! PLAY IT!

Oh, also:

The other failure of the demo is that the imagination system at this point in the game is pretty boring since you just start to unlock the level five skills around the end of the demo, but there's not much I can do about both of those issues.

This is going to be a commercial game, right? So it might actually be a problem if the demo doesn't effectively display the central mechanics. Do you plan on making the commercial demo slightly longer?