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Well that was disappointing.
So the ending is just that the Judge does exactly the same thing as the Batter, but he's praised for it while the Batter is condemned because there's now a deus ex machina to undo all his mistakes. The final confrontation is now just an extended episode of "pot meets kettle", totally absent of all the pathos from the original. The lack of self-awareness is truly staggering. And it's served with a side dish of women are crazy and evil that comes out of absolutely nowhere, because we need an excuse to kill the Queen. Just...what?
And I notice it's still riddled with grammar mistakes, which is also unfortunate. All the effort you put into the story and unique art goes to waste when players are jarred out of the experience by an incomprehensible sentence.
So the ending is just that the Judge does exactly the same thing as the Batter, but he's praised for it while the Batter is condemned because there's now a deus ex machina to undo all his mistakes. The final confrontation is now just an extended episode of "pot meets kettle", totally absent of all the pathos from the original. The lack of self-awareness is truly staggering. And it's served with a side dish of women are crazy and evil that comes out of absolutely nowhere, because we need an excuse to kill the Queen. Just...what?
And I notice it's still riddled with grammar mistakes, which is also unfortunate. All the effort you put into the story and unique art goes to waste when players are jarred out of the experience by an incomprehensible sentence.
Super Battle Kiddo Experience!
Ack, perfect gender equality until I saw the supporting cast. SO CLOSE. This is still adorable and sounds awesome. I look forward to this with great interest.
Your Kiddos Have (New) Stats ~ Revision
This method of defense balancing is probably my biggest gripe with RPGs, eastern ones especially. When there's no way to direct enemy attacks, your tanks become virtually worthless because everything comes down to luck. If the enemy attacks the tank instead of anyone else that's good, but if the RNG decides to make everyone pound on the mage instead there's not a whole lot you can do about it. It makes battles way too much of a crapshoot and makes defense/HP balancing very confusing and difficult. But if you go the MMO route, things get really boring and repetitive, like you said.
There was an RPGMaker game I played once called Exit Fate that I think did a good job of this: both enemies and allies were placed on separate 3x3 grids, and anyone who had a battler in front of them couldn't be targeted by melee attacks. (So, say, if you placed a mage on the upper-right tile and a fighter on the upper-left one, enemies would have to go through the fighter to get to the mage. If you removed the fighter, the mage would still get a slight defense boost from being in the back row, but would be open to direct attack.) This was generally compensated for by no one being very durable, even the fighters, so you couldn't rely on them to take all the damage for you. It also made area attacks more varied and interesting, and potentially allowed you to shift your positioning to survive them better. Probably too far off-course from how you're intending to use your battle system, but having some kind of priority targeting system instead of depending solely on the whims of random chance might help with defense balancing.
There was an RPGMaker game I played once called Exit Fate that I think did a good job of this: both enemies and allies were placed on separate 3x3 grids, and anyone who had a battler in front of them couldn't be targeted by melee attacks. (So, say, if you placed a mage on the upper-right tile and a fighter on the upper-left one, enemies would have to go through the fighter to get to the mage. If you removed the fighter, the mage would still get a slight defense boost from being in the back row, but would be open to direct attack.) This was generally compensated for by no one being very durable, even the fighters, so you couldn't rely on them to take all the damage for you. It also made area attacks more varied and interesting, and potentially allowed you to shift your positioning to survive them better. Probably too far off-course from how you're intending to use your battle system, but having some kind of priority targeting system instead of depending solely on the whims of random chance might help with defense balancing.
Alterations: Part 02
Before long I plan to get some amazing artist to draw the profile pictures of each of the characters.You mean the silhouettes weren't a purposeful stylistic choice? :O I kind of like it that way, personally...
Ruby Quest: Undertow
author=TheJudge
Why not? Is the word Rabbit such a bad word? o 3o.
The original made a point of never acknowledging the anthro aspect. Changing that marks a pretty significant divergence from the source material, since it's adding an entirely new artistic element that wasn't there before. Though understandable for a more detailed rendition where the character designs will be harder to just ignore, it is understandable if some people are confused.
The Logomancer
I can't remember that very well, but I think the number of times you're told to knock conflicts with the rules about knocking on doors? Try all the options for knocking on it.
Menu Progress
Hm, you're making the anthro aspect plot-relevant? That's a pretty significant divergence from the source material. It'll be interesting to see where this goes.
Wine & Roses
author=Lato
I have fixed the mapping error in the map "The Stream"
There was a mapping error? I didn't notice any bugs when I played...
The Reconstruction
Correct me if I'm wrong, but isnt Essence individual for each (surviving) character (as well as half of it for currently recruited ones)? The Prologue Characters are never Part of the active team, I can't see which the point would be either way.Yeah, the prologue's full of lots of ifs and buts like that. I probably should have kept my explanation simpler, but I have a bad tendency to overcomplicate things. :< I honestly feel the prologue's very poorly designed; I guess Deltree intended it to be a simple no-consequence sandbox where people could get used to the mechanics, but the end result is way too complicated and it goes against the grain of many seasoned RPGer tactics (like the "keep everyone alive to preserve exp" thing) without giving you any reason to suspect you're supposed to take it easy. Just making it so you don't get essence at all, to make it clearer that this is an offshoot thing with no bearing on the main game, would have been a wiser choice. Cutting "Peaceful Approach" might have been a good idea too.
(As with many things, I feel IMTS did this better -- exp isn't split, you don't work with throwaway characters before getting the main cast, and you're exposed to mechanics gradually instead of getting everything dumped on you at once.)
By the way, if you ever get stuck on the other bosses, I've outlined some basic strategies in my running review series. Don't look at them until you've reached that point in the story though, I'm pretty liberal with spoilers: boss 1, boss 2, boss 3, chapter 4's optional boss, boss 4, and a certain chapter 2 quest I would have really appreciated some help on my first time through.
The Reconstruction
You do get essence in the prologue, but you don't level up automatically, they're spent at in a special menu you only get access to afterwards. So you can't level up during the mission itself.
Nooo, never give up! The show's not over until you see that game over screen! That battle in particular is fast-paced and your healer is almost guaranteed to go down, but the boss isn't terribly sturdy either. You can take him down with only a few casts of Fiery Raid.
i actually kept reloading when it became apparant i was gonna get stomped
Nooo, never give up! The show's not over until you see that game over screen! That battle in particular is fast-paced and your healer is almost guaranteed to go down, but the boss isn't terribly sturdy either. You can take him down with only a few casts of Fiery Raid.













