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Soma Spirits

Could you release new versions as patches instead of just full downloads, by the way? Since the folders always have different titles I have to move my saves every time. Unless it's only the rgss3 file that changes and it's safe to just extract that?

Soma Spirits

Just finished Box World! Found some typos:


-"Soma would be divided into two. Along with its inhabitants and everything within it." (sentence fragment)
-The tall flower in the World of Sorrow, first conversation: "Y'know" is missing an apostrophe
-"There is an inconspicuous lever in the middle of a forest." Should that be "conspicuous"? Levers are not normally found in forests, after all.
-Cutscene after Acre battle: "Well if it is guidance you seek..." Missing comma.
-"Acre doesn't seem to pleased..."
-post-Dissonance battle: "unaware of the tragedies that occour every day"


Running commentary:

-I find it interesting (though a tad disappointing) that the dieties are male and female, but Heart & Soul are both male. Did Form create them, or Dissonance? Did they purposefully want to make them human-like?
-Heart & Soul used to be kids? They didn't spring up fully-formed? That's interesting...
-Are Heart & Soul murdering the "access prohibited" employees? :o
-Tetsubox seemed pretty easy. My SP didn't even fully charge. The Charge skills really make short work of stuff.

I chose to let Bob be free. I found it interesting that it was a very similar situation to Acre, though since amusement parks are luxuries rather than essentials, I figured it was okay to give him a break. Box World would probably suffer anyway if he continued to be miserable, was my reasoning.


Joy seems like the more functional world so far. In the forest, the Sorrow inhabitants just seemed zen, but in Box World everyone seems miserable. It seems like the downside of Joy is supposed to be that it ultimately can't function because it can't address problems, but the tour guide is still willing and able to discipline the employee who failed to open the gate, apparently? I just don't see any reason to choose Sorrow over Joy at the moment. Perhaps that will change.

Loving it so far! The cutsey aesthetic combined with a mature and nuanced story is great.

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? ;)

Crowns

This looks very neat. I like Pokemon-style games and this looks like a unique and interesting twist on the genre.

It looks like you might want an editor for your grammar, though. Just looking at the overview here, I'm noticing a few errors:

Armed with a borrowed monster(missing comma) you venture inside to save your missing father.

a virtually infinite amount whenh stat and moveset variations are included

This wouldn't normally be a big deal, but if this is going to be a commercial game, you really need to avoid letting presentation errors sneak through.

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?

BattleScreen1.png

LV20

I couldn't help reading this as LOVE. Undertale has ruined me XD

And huh, I didn't notice Jonathan in the party before. It's interesting to see Jimmy's party won't be restricted to his family as I initially assumed.

Music

A Cocoon Throbbing in a Dead Man's Mouth


Ooh, this is Slither's battle theme, isn't it? I really loved this one. It contributed most to the atmosphere, I think. Just like the dungeon, it's so shockingly different from the rest of the game while still containing a similar aesthetic. It really communicates danger and malice, and I like the way it transitions into more typically jRPG-esque riffs, since I love grand, sweeping, classical themes.

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?

Play the demo! PLAY IT!

Oh, is transformation cooldown not supposed to be a thing? I've noticed that Jimmy needs to wait one turn before he can transform again, and this cooldown persists between battles.

Edit: Also, not that I'm crazy enough to actually try this, but are all the passive skills coded in at this point? Could I unlock stuff like Positive Work Ethic if I spent like a month grinding for it?