HEDGE1'S PROFILE

Crystals: Legend of the ...
Here's something you don't see every day: a game about Crystals and Swords!

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OMG this is brilliant. I thought at first this was just some fancy DynRPG magic, but apparently not? I'd be impressed either way, but now I'm impressed and confused as to how you did it.

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You should post a "Title Screen Through the Ages". Would be fun.

Also, it looks nice. I always like to see progress on this game, no matter how small.

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Tell the drunk he's doing a great job.

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Oh my, that had to have taken a while to animate!

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Very pretty game. I enjoy it when you share new screen shots.

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Love those portraits. Reminds me a lot of Tactics Ogre. And I'm just a sucker for good pixel art.

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Nice Phantom of the Opera music.

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To answer the question posed by the image, I'm personally not a fan of the "change equipment during battle" because it tends to be either tedious to manage or useless. What I prefer is when you "equip" a couple weapons before a battle (say 2-4) that you use during battle as alternatives for your Attack command (so you may have a Short Sword and Long Sword commands rather than Attack). This setup allows a game to more greatly differentiate weapons while not being tedious for the player to take advantage of that differentiation.

That's just my opinion though. I could see someone arguing the opposite, in that having to setup multiple weapon slots is itself tedious and they would rather only take the effort when the need arises in a battle itself.

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Two-part fight works well, since it gives you the option to keep the mimic while still having a "monster in a box" fight with more monster variety. I was just checking what you were going with here.

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That reminds me a bit of the old "egg" enemies from FF4. Do you have any plans of allowing the player to avoid or manipulate the next round of monsters, or do you just consider it a two-part fight?
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