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Part One Release

Awesome to see this revived! I remember enjoying the original release.

I've encounter an unavoidable hard crash to title, though... At the Gnome's festival in the forest, after doing all of the fetch quests and the gnomes start trying to cook the Floo or whatever that thing is called, the game crashes with the error message "Event script referenced a hero that does not exist." It's while the team is sitting on the log off to the side, right after Phillip says "I'd take one of them over the bow of my boat if ya know what I mean!"

Wow. Is it 2013 already?

Good question! My current plan is to release all of Part 1, and then hopefully one day all of Part 2. I guess I am still somewhat open to having a smaller demo first, but here is my thought process:

1. Chapter 1 is not a great reflection of the rest of the game. That's not to say that the quality is lower, but it's a bit disjointed and mostly serves to introduce some characters, situations and concepts that are used in later chapters. It introduces some of the gameplay concepts, but it's short and doesn't have a ton of narrative drive.
2. Chapter 2 is VERY different than Chapter 1. There are sort of two plot threads that run at the same time and the more political one doesn't get started until Chapter 2. I don't like the idea of getting fans (or haters?) with Chapter 1 and then having them feel like I pulled a switcharoo on them by changing the very nature of the game on them in later chapters. I think that playing multiple chapters together gives the player a better sense of what the game is.
3. I want players to get a sense for what the game is before they start tearing it apart with criticism. If they don't like it, that's fine but I don't want to have to play the "It all comes together in later chapters, trust me!" card over and over again.
4. I don't want criticism from a Chapter 1 demo to slow down my momentum on the other chapters. The game is what it is. I am all about listening to constructive criticism, but the game is ultimately for me. If I open it up to the public so soon, I am afraid that the criticism will just make me doubt myself and compromise my vision of what I want my game to be.

Then again... Maybe I should just release something for the sake of doing it, to see how people might react. If I'm being realistic... Well, at this rate, this game will likely never see the light of day.

Release Notes: v.10

author=Melkino
@fredo
Thanks for your feedback! I'm glad you liked it.

The game should be closing itself at that point. Did it do that? Returning to the title screen at the end kept causing crashes during my testing, so I just put a quick script call in so I could submit this for nagademo.


It just hung up after the screen went to black. I don't know what it was trying to do.

- There's a light-element spellbook in the cave. Use the machine to unlock the door on the left instead of the right and it should lead to a chest containing it.

Ah. Darn it. I went through the left door, but I don't remember getting the light magic book. Must have missed it!

Well, I'm not too far into the dungeonmaking yet, so it shouldn't be too time-consuming to change things. Were there other games that you thought managed respawns well?
I could also slow down some enemies or enlarge the building dungeon a bit. (Kiting them might help too)

I can't think of any games that did it well on top of my head, but I think timers might be the best way to go. If I leave a room and then immediately turn around and go back in, the encounters probably shouldn't reset. Some amount of time should have to have passed. As somebody else pointed out, though, it was definitely more of an issue in the tight quarters of the old building.

Release Notes: v.10

Played it, loved it.

A few random thoughts:
- Would have been nice to get a chance to save after the boss, but all I got was a to be continued message and then the game hung up. I'm not sure if it hung up bringing me back to the title screen, or if I missed a chance to save.
- Was there another spellbook to be found? It felt a bit boring that by the time I got to the end of the demo, Leiko knew all of Moshi's spells plus had her own abilities. It would have given the fights a bit more variety for Moshi to be able to equip a second spellbook once she learned all the Earth magic.
- The fights felt a tad repetitive because of the way the enemies respawn. It's not that I was fighting too much, it's just that I got into a lot of encounters in the same exact same spot 2 or 3 times as I was walking back and forth collecting gears and keys. I'm not sure that having everything respawn when you leave the map is necessarily the best method to handle respawns.
- Sometimes, the 3-hit earth spell would hit an enemy for normal damage, weak damage, and then normal damage again. How can the enemy only be weak to one earth attack out of three? Did I miss something? (I didn't have the tutorial on, so I may well have)

Overall, game looks great, and has a nice atmosphere. The battles are nothing super special right now since skills are limited, but are headed in a pleasant direction. The plot is too vague to really comment on, but the writing was strong throughout. Good job! I was looking forward to this since that teaser demo, and I will look forward to the next demo as well as this was still WAY too short!

Star Stealing Prince Finale (Full V.1.1)

Enjoying it thus far, though I think I hit a bug. At the beginning of Chapter 4, I headed back to the tower. When I entered that big staircase, Snowe started moving to the right, got caught in the wall, and the game hung. I'm assuming there's a move event problem going on or something?

Seeking beta testers!

Not every solution is fit for every game. If changing the spells wasn't right, it wasn't right. Sounds like you thought it through and gave the game skills that fit with your vision but add a little variety, and that sounds like it might be just what the doctor ordered. I look forward to trying it!

Seeking beta testers!

I enjoyed the last release, but I'm looking forward to the battle system changes. The last version was fun but a little blah when it came to battles. I'm looking forward to seeing what's changed. I could give it a go and beta if you'd still like a fifth.

Enter the Godot

Are the ultimate spells actually useful? In a lot of games, they are incredibly powerful but not MP-efficient so you don't end up using them much. Also, how much of an effect does the magic stat have on damage? It seems to me like Godot might be able to deal way more damage when hitting an elemental weakness than your black mage ever could with Ultima.

Maybe it's different in practice, but this Godot sounds grossly overpowered and sort of gamebreaking. I don't think a character that transcends the games mechanics (by suddenly breaking the typical restraint of MP and by having a spell list that includes almost every spell in the game) is usually all that fun to play.

Is there ever a reason not to include this character in the party?

Help Us Debug The Demo!

author=closedworlds
To Oblic: WOW. lol. I just checked it out apparently there was a switch that changes the transfer point once Cyn is defeated. idk why a transition point like this would even have a switch.


Could we... um... get a fix for this, for those of us who saved over our file? Should be pretty easy to do. I've had to start over once already, and I am not really wanting to do it another time.
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