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Doom_Boom_Bridge.JPG

This looks pretty good, but the bridge tiles are looping funny. The "slack" in the middle of the rope doesn't line up with how gravity would pull at the bridge unless there's invisible supports in the middle of the bridge.

Alter A.I.L.A. Genesis

post=209844
Multi-hit abilities + G.U.A.R.D.I.A.N = win. 1100 per hit, regardless of anything - even works on bosses when "invincible." And yea, Erin + vice, or so many other combinations of modes and AP or EX boosters allow her to heal every other round, which is pretty overpowered. I tried using pulsar and an ex boost gear on Erin, giving her 4 ex every turn she used an ability on the hopes that she could heal EVERY turn instead of every other, but unfortunately it adds the ex before it takes ex away for the ability, so it caps out at 5 and then four is taken away, bringing her ex down to 1, and then the one from the ex boost gives her 2 ex instead of four. So that still didn't allow a heal EVERY turn. But that did allow for second aid every other turn.


Yeah, there's a lot of handy combinations like this. Indy + G.U.A.R.D.I.A.N + Chaos makes her pretty incredibly overpowered. She can use Vampire every other turn and deals 5500 every time she does, and recovers 550 HP for every use of Vampire or Drain. I still have her at a pretty low level, but once she has a decent level, she'll be hard to take down.

Alter A.I.L.A. Genesis

Ah, I see. I can't seem to see any colors in there. It all looks the same to me. No wonder I didn't get it. Probably something that should be changed. I'm sure I'm not the only one who has trouble seeing the difference there.

Alter A.I.L.A. Genesis

I only have the one puzzle left in Underwater Facility 2 and I seem to be stuck. How do you solve the one where you're in a room with 9 teleporters that just make buzzing sounds? I can't seem to do anything except just leave.

intromap2.png

Ok, so maybe this is just me, but every time I look at this map, it confuses my eyes. For some reason, the light colored ocean looks like the land to me and the dark colored land looks like it should be the ocean. It feels like one of those "If you look at it this way, you see a woman; if you look at it this other way, you see a vase" images and it sort of bugs my eyes. Have you considered switching the color palette around?

Although, I guess it could just be me, I guess

Gameplay Suggestions Wanted

Max: I'm having trouble remembering exactly which skills, but here's a few I remember being sort of surprised about. I didn't realize the basic healing skill could daze. It would be nice if any and all the attack skill had a measure of how much damage they do compared to each other in the description (maybe just a power rating or something) The flame arrow skill confused me a bit - what does it do? Is the flame arrow more powerful, or is it just elemental? Do enemies even have elemental weaknesses? I never noticed any, and I couldn't even tell you what the elements in this game were. I remember being annoyed that Alchemist's Fire used so much MP because I didn't realize till I bought it. The quick-brew skills also aren't clear enough that they use gold - I assumed from the description that they'd use enemy drops or something.

As for the graphics: They are pretty. It's a nice chipset and you use it competently. I guess they're just not interesting. It's a common chip, and I just didn't feel like there was any area where I was like "Oh, cool!" in any way. The mapping was competent, but the area design was decently bland.

Yeah, I meant Urclaw. I saved and then after that, the cutscene would start immediately.

Enemy damage: A few enemies felt like they varied too much. Anybody who can cast that fire spell that Horace has too had this problem because they could suddenly more than triple their damage output. They would go from dealin 100 hp a turn to 300-450. That's a huge jump. If a bunch of enemies all spam it together, you might as well reset, and that feels sort of cheap. If they don't use it at all, it's an easy win, and that feels cheap too.

Also, archers were annoying because their attack all ability feels a bit strong (even for my own archer, I thought that the damage was a bit too much - maybe halve damage and halve the wait time?) They can either deal 100-150 HP to one, or 100 to all (which translates to 700 HP damage overall against a full party - that's a 700% increase in damage!) That's just too much of a spike


Oh, also, because Solitayre reminded me: I love the idea of a healing spell that dazes - it's an interesting strategic option. However, I really think you could have a weak healing spell that doesn't daze and a strong one that dazes. As it is, the basic healing spell feels a bit too weak for the daze effect.

Gameplay Suggestions Wanted

Hmm... Let's see...

1) I think improving the maps (not in terms of graphics but in terms of playability) would help a good deal. I like that the game is focused on battles, but some amount of exploring might be nice. If the maps do absolutely nothing except serve as backdrop, it makes you wonder why they're there - it's clearly not like you spent a lot of time making them exceedingly pretty. They're passable at best. I would try to at least give the maps some purpose in the game. I thought the second mission was much better balanced in that respect. I would have preferred it if the first was the same way.

2) Real save points. The system you use in the first mission doesn't really work. The fact that I can't even access the menu after saving right before the first boss kept me stuck there for a while because I had a lot of points built up and hadn't bought skills yet

3) Give more jp/reduce cost for skills and/or the ability to 'resell' your skills. While you're probably right that every skill has a use, they don't all have a use for everybody. There were several skills that, for my playstyle & party combo, I found to be lackluster. I really wished I hadn't spent all that jp on it. I saved up a lot for skills I used once and promptly forgot about. I guess if the game had been longer, I wouldn't have been so disappointed because I would have eventually had the jp for all of them, but it was still frustrating.

4) Make skill and item effects clearer. The battles are all a bit too hard (or at least too close) to be wasting turns trying to figure out the exact effect of a skill. If the battles are gonna require strategy, I need to know exactly what my skills do, and I don't really have to play around to find out.

5) Even out enemy damage potential. As it stands, enemies can do between 100-400 dmg per turn or something like that. If they all happen to choose the 400 dmg per turn attacks, you can destroyed really quickly in a way that feels really cheap. I would reduce the range of damage the enemies can deal to avoid making the player feel like they died cheaply. If enemies dealt 200-300 instead, for example, it wouldn't feel as cheap if the enemies all randomly spammed their more powerful attacks at the same time.

6) Change the first fight. First real battle is on the world map? It's not a great battle. It feels like a random encounter, and it's not a particularly interesting fight. Frankly, there's not a whole lot of ways that first fight could have been any less engrossing. You almost lost me right off the bat. I think a better "first taste" for the battles could do wonders for my (and other's) perception of the overall game

Anyway, hope these suggestions help

To Arms! Review

I felt like the game was quite enjoyable, despite some flaws, but I can definitely agree with Solitayre on the issue of evasion. Frankly, I never felt like Rhea and Cutjack (or the Archers) evaded more than others, because the enemies were constantly evading anyway. I don't think I ever went through a full round of battle without at least one or two misses.

Now, I get that the game is balanced with that in mind, but it drove me nuts and made me want to break things. I would definitely fix that.

The Mists of Maderaan

Depends how you define progress. I keep going back and redoing things and fixing things. I'm having a hard time getting gameplay to a point where I like it - particularly in terms of finding a good skill system. I've been rewriting a lot of scenes to give characters more constant characterization and streamline the meandering plot a bit.

As far as actually new areas and events? Not as much progress as I wish I had. I'm hoping to have the first two (of roughly ten) chapters 100% finished and polished by summer's end, but it's been slow going lately.

Skillset Update: Arcas Cerel

No offense, but this doesn't seem, to me, like a very useful character at all. He has to waste a turn to learn a spell, and even then he only learns it IF the enemy uses it and IF he's hit? AND he takes extra damage while in this state, AND he has low armor?

Even if his skills were overpowered to make up for the hassle, I still don't see myself ever using him. Blue Magic tends to be a pain in the butt in general to learn, and this only makes it worse in my eyes.