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Tallest-Reed

More Feedback:

-Boss battle against the Hellkites feels really good. Having a win condition that's not straight-up DPS-based works really well for both balance and game-feel and the individual kites are tough enough that you have to actually try in order to kill them. I'm glad I tried a build for Vigil where I don't just napalm everything, since it made the encounter way more interesting.

-Spadetails hit really hard when you first encounter them. 130 damage, and they go first unless you've built pretty aggressively for speed and/or damage reduction. Their low HP doesn't really offset this, since they can kill most of a two-person party before that party can act.

-BUG: Encountered a fish that spawned on land on the third screen of Shell Beach. Battle takes place in the water.

-BUG: Southeastern most cliffside map, southeastern most palm tree, the tree trunk can be walked through by both lizardpeople and crabs

-NITPICK: In 'Bolete blue" the Blue isn't capitalized. In all the other dyes, both words are capitalized.

-I had Ironwood Brown made as a reward for getting the spring water. I used it, but it does not show up under Boosts on the status page. I'm pretty sure it was factored in, and the game said its effects would be permanent, but does this imply the bonuses from Boosts are temporary? They won't carry over into the next Watermill Rock chapter?

-Silver ore respawns at the burrow. Is this supposed to happen?

-Of the three Bretons that attack Reed at the notice board, the one at the top walks away sideways.

-Small bonus dungeon still not implemented in the crypt?

-BUG: Random battle wolf teleports across the map to attack the players. Escaping the battle causes the wolf to keep moving for a bit, then suddenly stop and spin like it's been successfully escaped from.

-Linegard's estate is screen-tear-a-palooza

-CRASHY THE CRASHBUG: Using a healing potion in the 'battle' with the beggar blocking the road produces the following:

NoMethodError: undefined method 'summoned_weapon_equippable_by?' for nil:NilClass

Script ' Arrow_Actor_SummonWeapon' line 19: NoMethodError occurred.

Also, I remember there was supposed to be a way to pay the beggar to leave, but that doesn't seem to be an option. You can only wait or attack and his dialog just loops.

Tallest-Reed

The battles feel easy, at least until the big compound battle at the very end of the woods. That I'm getting murdered on because I didn't invest in multi-target fire magic, but I'm super glad the challenge has picked up a bit.

Tallest-Reed

More feedback!

-Does skill point growth scaling happen every other level, starting at 5? People seem to be getting 2 SP some of the time, but not all of the time, starting at level 5.

-Combat balance feels shifted from previous builds. Or maybe I've gotten better at knowing the game's damage formulas, but birds and prairie dogs feel way speedbumpier than before.

-Sky, while on fire at the end of a battle: "This is great!"

-Overall, still excellent. And the mapping remains gorgeous. I'll keep playing forward and posting feedback as I go.

Tallest-Reed

Man, I think the underwater cave is on that first beach every time.

And I'm super glad to hear the skill points scale up too. I think that'll almost make the skill system perfect, since it becomes dramatically easier to invest in new skills at higher levels, which definitely encourages more build experimentation.

That last sentence about shalks I read as being about sharks and was very impressed with your personal toughness vs. sharks.

Tallest-Reed

No worries. The writing is stellar, so I legit do not mind replaying the same content a bunch. Plus, that's ultimately what testing boils down to.

I might not be able to test too much this week, since I've got a writing project heading into layout and a few other responsibilities I desperately need to catch up on, but I will power through more as soon as I can.

Edit: Feedback:

-Shalk sometimes don't act in combat. Not entirely sure why this is.

-New skill layout is really good. Scaling skill point costs still means there isn't too much room for build experimentation, but it still feels like there's a lot of freedom and all the skills feel useful.

-Birds, shalks, and hornworms drop drastically in threat the minute you get a shield. They go from 20 hp hits to 0.

-I feel like Darxyll's name gets dropped a lot more. Has that been changed from previous versions?

-Did the underwater cave get removed from the beach where you meet torchie? I searched the whole place on a grid and didn't find it.

Tallest-Reed

All big reports, all the time.

Okay, back to playtesting.

-New summon and conjure spells look nice, although I'm not convinced the conjures will provide enough damage to be worth the summon. I'll try to test this out during play.

-No training points gained for level 2. Is that supposed to happen?

-No training points on level 3 either. Did something get bugged here?

-On the plus side, conjure weapon damage is a substantial bump from starting gear, so I am optimistic about its performance into the mid-game.

Tallest-Reed

Feedback!

And I found bugs!

-"Okay, fine. There aren't really a dozen archers in the trees." Is that always the line the game started on, or did some dialog get skipped?

-BRACKET #TypeError: cannot convert String into Integer BRACKET

Script 'Game_Actor1' line 68: TypeError occured

Game crash.

This happened at the end of the scene on the road, just as the game was transitioning to watermill rock.

Attrition-based Development and You! Or Me, Actually, Because This Is An Update for My Game, but Maybe You'll Get Something Out

Okay. But.

How do I buy your novel?

(I am legitimately stoked about this still being in development, but I also like books.)

Prayer of the Faithless Official Trailer

Aw yes. Summer 2018.

I am super excited for this.

Antadin

It certainly did. This was awesome, and I'd love to see more of this world.

I've played a bunch of tabletop games, and so my brain always kind of circles back to that, but Antadin and Toymaker both would make great material for pen and paper settings.

Anyway, I might take another spin through the game to see if I can uncover some other routes, but I hope a bunch of people play this. It was super good.

EDIT:

-Okay, I found an actual crashbug. Asking Snork who he is causes the game to lock.

-Also, mass echoes says "User allies hp", and should probably say "User heals allies' hp"

-Also also, Song of Purity has "remove infected or defiled allies", which should be "removes infection or defilement from allies", since it doesn't actually remove anyone from your party.

-"Your host is too strong, an dying" and dying