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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.

Final Fantasy Essence

Huh. It seems Xander can die and be revived in battle with a Phoenix Down no problem. I have no clue what happened with Keira. She's been dead for like 30 minutes of gameplay is like 2 levels behind now. I accidentally saved over my other file and don't really want to start over...

Final Fantasy Essence

Enjoying the game thus far, though the scripts are dissapointingly sloppy. Among other things I've noticed is some lag in the menus and battle, the location bar (e.g. "Armor Shop") appears on top of the main menu, and phoenix downs dont work. I had Keira go down in a fight and I used a phoenix down, and now she has full HP and can take hits, but she is still "Dead" in the menu and can't act at all and I can't seem to get rid of it.

Final Fantasy Essence

Yep, same. Extraction error. Too bad

autumnvillage.PNG

author=kentona
The grass is quite golden yellow already.

I wouldn't change a thing myself! Time to work on the next area!


Maybe it's just me, but it looks more bleached out than yellowed. I'd agree that maybe it's time to just move on though. It looks fine as it is.

autumnvillage.PNG

Very nice! Can't help but feel like the grass could be a bit yellower if you're really going for a fall feel though.

Inventory Nightmare

Arguably, equipment doesn't need to be sorted. I think the important part would be to have usables sorted, along with key items, "skill scrolls" and all that other sort of stuff that you need to get to. Equipment can be seen in a decently sorted way in the equip menu anyway. Obviously all stuff being sorted is nice, but it's really less critical than having the stuff you NEED in the item menu not require tons of scrolling. You could probably get away with only sorting the first 50 items or so, putting the usables in their slots, fit what is currently items 1-50 in open slots further down, and move on with your day.

forest.png

Something about the colors is bugging me. It's not just the black... It looks like the colors are bleeding into each other. I'm not sure if it's just a lot of pieces of chips thrown in together on a 256 color palette and getting degraded or if it's just bad screenshot quality, but there is something about the way the colors come together here that is not working for me.

Edit: I do love how you put the pieces together though. It looks great, but I think the palette needs to be evened out, the number of shades of green needs to be reduced, and the whole thing needs to be unified a little bit (right now you can easily tell which parts are and aren't meant to go together)

Multiple Antagonists

I've never been a big fan of "villains" per se. I like the idea of characters with goals opposite those of the main characters and who are, as a result, antagonistic - but only in some respects. If you give me characters who occasionally/mostly/almost always opposite the hero while pursuing meaningful goals, I am all about it. You can have as many of those as the plot will meaningfully support.

On the other hand, one entity bent on world destruction is already too many for me. I don't find those types of villains at all interesting. Neither are serial killers, super duper crazy evil clowns, etc. I prefer a nuanced antagonist to an overtly evil villain any day.

You can never have too many fleshed out antagonists/antagonizing entities, but you can easily have way too many crazy unnecessarily evil villains.


As for the "ordering" so to speak, I think it makes sense that not everybody oppose the heroes at the same time, but it needs a meaningful shift from one main antagonist to another. Not just a "Hehe, the real villain is in another castle" or a "You thought that guy was bad? Get a load of me!" type of midgame ending fake-out.

Revelation Chronicles: Edel Sky

author=Vionneta
First of all, all words "I've made up" are derived from real words. An example would be "kanotoian". This word is derived from the word "Kantianism", a philosophy that revolves around duty rather than emotion and judgment. You'll see why the "kanotoian" race are named after that word later on in the game.


Ah, interesting. I'd never heard that word before. It still makes it really hard to remember all the words, but I guess it's considerably less annoying this way, since there is a reason for it.

author=Vionneta
Lastly, you're judging way too much based on the beginning. As if you already what's the meaning behind everything. Sure "power" is what he needed, but what kind of power? Consider that thought. Anyway, seems the only real problem was the text, I'll keep that in mind and take off the pauses for future releases. Sound fair?


Well, it's not like I quit playing. But frankly, people do judge games on the beginning part. This is just a basic fact of game design - you have to get your player drawn in (and not annoyed) very fast. Also, I understood that the power reference was about something specific. I was mostly just pointing out that that piece of dialog was repetitive, clunky, and circular.

I'm looking forward to see the changes on the next release! The story seems good, so I'm sure a few script changes will make a big difference.