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The Cerebral Symphony
Alright, one final push to the end.
-The Outsider has no item description.
-After gaining your support characters, they stay stuck on the bottom of the screen until you get in your first battle.
-Wow, the fighter completely invalidates combat with his huge multiattack
-Carys' Zak attack summons a 'komono cat'. Kimono?
-Hoo boy. Walking right from Ivan's first room and then immediately walking left gets you stuck in a wall.
-Also, Ivan's active party is called "Luke's active party"?
-Sometimes you can change Zak's equipment from the menu and sometimes you can't. Bug? Does it have to do with his states, maybe?
-Going up from Ivan's first room and then walking one tile left or right sends you immediately back to the room you came from.
-Overcoming doesn't have an item description
-Liz's party gets prompts for personality changes.
-Having Liz use her Use Astroprojector skill from the menu to turn her back to human straight up does not work.
-...however she turns back the first time she gets hit in combat.
-Liz's equipment cannot be changed while she's a werewolf.
-No item description for Beta Blockers or Red Bull
-Final dungeon design is great, combat feels better, status effects actually hit/display, this is all good.
-One chest is already open in Liz's room with the goblins. Bug?
-From Liz's first egyptian room, using the uppermost left exit tile gets you stuck in a wall.
-No item descriptions for Siddhartha, NOTESfromUNDERGROUND, paracetemol, flaming lips, nutella, and intelligence music
-FULLHEAL "fully restores and recovers and ally's health" should be 'an ally's'
-Some chests on Liz's side reset to being full for no real reason
-Also, Liz's party is called "Naomi's party"?!
-Upper right chest in Liz's gnome room constantly refreshes
-No item description for Dragon Ball Z and Solving Problems
-Carys gets Bain skill despite Bain not being in the party
-No dialog from fighting the count and countess?
-Countess gets stuck at 0 hp for a while. Took another 10k damage or so to take her from 0 to dead.
-"Prepare to meet your maker, dark Luke." Um, dark Ivan, you mean?
-So, I chose to refuse Tabitha, but the dialog made it seem a lot like I'd chosen to accept. Not sure if there was a bug here.
-Game clear. This is definitely the most early-era rpgmaker game I've played in a while. Spriterips, midimusic, design elements that phase in and out, but by the final tower it felt like the game really had things much more together balance-wise, even if the plot kind of went on hiatus.
Were all the references to Luke because the MC was originally called Luke as a biblical reference? I couldn't quite figure out what was going on there.
Also, it was a little weird to see a message that you can only find relief from mental issues through Christ right after Ivan had just found relief from mental issues through a psionically charged katana duel.
Overall, I think this game had some really cool ideas. The personality shifting system is really neat, and I think if the game had been built more around one-character parties, it would have been able to develop and take advantage of that more.
I know Cerebral Symphony is still in the testing stages, but a lot of game balance felt nonexistant. Some characters had very, very niche uses (the doctor's 'inflict healing' as an out of combat healspam is his only redeeming feature) or were just plain not good (jean is there to funnel his MP to other people. that's it). Others were unreasonably broken. The warrior in the self-insert's party, who just instakills everything on screen in a single action, stands out, but Ivan one-shots most bosses with a single special as well.
The plot balances seriousness and nonsense much better in the first chapter, but as soon as it gets wrapped up in the elemental gem fetch quest, everyone sort of turns into a caricature, which is a shame because I really liked the development that Ivan, Liz, and the various factions were getting before then.
I don't think any of these things are worth going back and redesigning the game for, and I am eager to see whatever project you work on next.
It's also really cool to see a project with this long of a development cycle finally reach a finished version.
Thank you for making this, and I hope some of the concepts and subsystems here are an inspiration for other games.
-The Outsider has no item description.
-After gaining your support characters, they stay stuck on the bottom of the screen until you get in your first battle.
-Wow, the fighter completely invalidates combat with his huge multiattack
-Carys' Zak attack summons a 'komono cat'. Kimono?
-Hoo boy. Walking right from Ivan's first room and then immediately walking left gets you stuck in a wall.
-Also, Ivan's active party is called "Luke's active party"?
-Sometimes you can change Zak's equipment from the menu and sometimes you can't. Bug? Does it have to do with his states, maybe?
-Going up from Ivan's first room and then walking one tile left or right sends you immediately back to the room you came from.
-Overcoming doesn't have an item description
-Liz's party gets prompts for personality changes.
-Having Liz use her Use Astroprojector skill from the menu to turn her back to human straight up does not work.
-...however she turns back the first time she gets hit in combat.
-Liz's equipment cannot be changed while she's a werewolf.
-No item description for Beta Blockers or Red Bull
-Final dungeon design is great, combat feels better, status effects actually hit/display, this is all good.
-One chest is already open in Liz's room with the goblins. Bug?
-From Liz's first egyptian room, using the uppermost left exit tile gets you stuck in a wall.
-No item descriptions for Siddhartha, NOTESfromUNDERGROUND, paracetemol, flaming lips, nutella, and intelligence music
-FULLHEAL "fully restores and recovers and ally's health" should be 'an ally's'
-Some chests on Liz's side reset to being full for no real reason
-Also, Liz's party is called "Naomi's party"?!
-Upper right chest in Liz's gnome room constantly refreshes
-No item description for Dragon Ball Z and Solving Problems
-Carys gets Bain skill despite Bain not being in the party
-No dialog from fighting the count and countess?
-Countess gets stuck at 0 hp for a while. Took another 10k damage or so to take her from 0 to dead.
-"Prepare to meet your maker, dark Luke." Um, dark Ivan, you mean?
-So, I chose to refuse Tabitha, but the dialog made it seem a lot like I'd chosen to accept. Not sure if there was a bug here.
-Game clear. This is definitely the most early-era rpgmaker game I've played in a while. Spriterips, midimusic, design elements that phase in and out, but by the final tower it felt like the game really had things much more together balance-wise, even if the plot kind of went on hiatus.
Were all the references to Luke because the MC was originally called Luke as a biblical reference? I couldn't quite figure out what was going on there.
Also, it was a little weird to see a message that you can only find relief from mental issues through Christ right after Ivan had just found relief from mental issues through a psionically charged katana duel.
Overall, I think this game had some really cool ideas. The personality shifting system is really neat, and I think if the game had been built more around one-character parties, it would have been able to develop and take advantage of that more.
I know Cerebral Symphony is still in the testing stages, but a lot of game balance felt nonexistant. Some characters had very, very niche uses (the doctor's 'inflict healing' as an out of combat healspam is his only redeeming feature) or were just plain not good (jean is there to funnel his MP to other people. that's it). Others were unreasonably broken. The warrior in the self-insert's party, who just instakills everything on screen in a single action, stands out, but Ivan one-shots most bosses with a single special as well.
The plot balances seriousness and nonsense much better in the first chapter, but as soon as it gets wrapped up in the elemental gem fetch quest, everyone sort of turns into a caricature, which is a shame because I really liked the development that Ivan, Liz, and the various factions were getting before then.
I don't think any of these things are worth going back and redesigning the game for, and I am eager to see whatever project you work on next.
It's also really cool to see a project with this long of a development cycle finally reach a finished version.
Thank you for making this, and I hope some of the concepts and subsystems here are an inspiration for other games.
Vermilion
I think just having the herbs spawn once and then not again would put scarcity back into potions/obols/the game economy. Dropping the spawn rate just turns alchemy into a thing you'd only do rarely, and that's kind of a shame, since it's a cool sub-system.
Both passability glitches are on the same map, the floating box one.
As for the Koruna cave spawns, they're totally fine once you get to the outside of Cave 5. There's just zero spawns up to that point.
For the first Mountain Beast fight, I almost quit out of it on the fourth round after testing all my attack options and finding they did nothing. Also, there isn't really an in-game explanation for why it's weaker the second time around. Having the monster act kind of cagey and then run--only to show up the second time looking kind of wounded--wound add a little more narrative to this creature, and would make it clearer to the player that their goal for the first fight is just to hold out. Incidentally, even with my armor cranked, it hit relatively hard, so I think maybe a dedicated mage would've gotten massively stomped.
I started running from Genbu some of the time out of convenience (I can lame the fight out with single-target elemental spells, but it takes a ton of time and the time/exp ratio isn't worth it). Maybe it might be worth having a weaker form of Genbu here, since the player doesn't have access to a heavy weapon when they enter the zone and it makes for a pretty frustrating encounter. Alternately, have a bit of text before the Genbu start popping up remind the player that they should run some of the time.
I would never have figured out that puzzle except by brute force.
Edit:
More feedback
-Encounters are working just fine in Koruna pass on the second time through.
-Spell damage is really low. I tried to cheese my magic attack as much as possible, putting a Greater Conduit, level 3 glaive, green scarf, and level 2 multi-target air shard on Blanche and then having her cast pressure on a pair of genbu before hitting them with the multi-target air spell. She still only did about 100 damage per cast to each target. If spells are intended mainly for a support function/getting around a monster's resistances, this makes sense, but as is they don't feel very powerful. Just like a thing you sometimes have to resort to when a monster requires it.
-Further spell testing: Pressure's air vulnerability effect does not appear to have been hitting the genbu. I have been able to get it to hit bandits, though, with a roughly 50% damage boost.
-Further further testing: green scarf does nothing. It does not buff your air damage by 50%. It simply lowers your defense by 15%.
-Combat with the bandits feels good, challenging, and well-balanced. Damage is high, all weapon types hit, and potions actually matter.
-Targets in the bandits' lair don't properly let you collect arrows from them. The rightmost one has a single arrow already stored in it, but any extra arrows you shoot into the targets are not remembered by the game.
-Also, shooting the targets does not deactivate the spikes to the right. Not sure how this is supposed to be done.
-Demo cleared, by the way. This game is very carefully, very deliberately designed, and it feels very polished to play. Every critique I had was basically a small tweak to the design, and overall the demo felt very professional. I super like this game and would like to see more of it, especially since it feels like it's just starting to get its feet under it in terms of gameplay, subsystems, and world exploration. Thank you for making this.
Both passability glitches are on the same map, the floating box one.
As for the Koruna cave spawns, they're totally fine once you get to the outside of Cave 5. There's just zero spawns up to that point.
For the first Mountain Beast fight, I almost quit out of it on the fourth round after testing all my attack options and finding they did nothing. Also, there isn't really an in-game explanation for why it's weaker the second time around. Having the monster act kind of cagey and then run--only to show up the second time looking kind of wounded--wound add a little more narrative to this creature, and would make it clearer to the player that their goal for the first fight is just to hold out. Incidentally, even with my armor cranked, it hit relatively hard, so I think maybe a dedicated mage would've gotten massively stomped.
I started running from Genbu some of the time out of convenience (I can lame the fight out with single-target elemental spells, but it takes a ton of time and the time/exp ratio isn't worth it). Maybe it might be worth having a weaker form of Genbu here, since the player doesn't have access to a heavy weapon when they enter the zone and it makes for a pretty frustrating encounter. Alternately, have a bit of text before the Genbu start popping up remind the player that they should run some of the time.
I would never have figured out that puzzle except by brute force.
Edit:
More feedback
-Encounters are working just fine in Koruna pass on the second time through.
-Spell damage is really low. I tried to cheese my magic attack as much as possible, putting a Greater Conduit, level 3 glaive, green scarf, and level 2 multi-target air shard on Blanche and then having her cast pressure on a pair of genbu before hitting them with the multi-target air spell. She still only did about 100 damage per cast to each target. If spells are intended mainly for a support function/getting around a monster's resistances, this makes sense, but as is they don't feel very powerful. Just like a thing you sometimes have to resort to when a monster requires it.
-Further spell testing: Pressure's air vulnerability effect does not appear to have been hitting the genbu. I have been able to get it to hit bandits, though, with a roughly 50% damage boost.
-Further further testing: green scarf does nothing. It does not buff your air damage by 50%. It simply lowers your defense by 15%.
-Combat with the bandits feels good, challenging, and well-balanced. Damage is high, all weapon types hit, and potions actually matter.
-Targets in the bandits' lair don't properly let you collect arrows from them. The rightmost one has a single arrow already stored in it, but any extra arrows you shoot into the targets are not remembered by the game.
-Also, shooting the targets does not deactivate the spikes to the right. Not sure how this is supposed to be done.
-Demo cleared, by the way. This game is very carefully, very deliberately designed, and it feels very polished to play. Every critique I had was basically a small tweak to the design, and overall the demo felt very professional. I super like this game and would like to see more of it, especially since it feels like it's just starting to get its feet under it in terms of gameplay, subsystems, and world exploration. Thank you for making this.
The Cerebral Symphony
Ah, okay. I was getting annihilated by the three sparks before I could get deep enough into the room to realize how that side of the switch puzzle worked.
More feedback incoming:
-FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
-When you reunite Catherine with Ivan, their combined sprite takes an immediate step to the south....which can transport you through a wall. Stranding you permanently. Inches from the save point. fffffffffffffffffffffffffffffffffffffff--
-Fortunately you can switch characters, teleporting Ivan back out!
-And the switches are set weirdly enough that you can just walk north, trigger the battle, and be reuinited!
-Ivan takes ridiculous amounts of damage from everything in the electric tower. Catherine takes hardly any. I had to lame the boss fight out by using just her regular attacks and item heals.
-Completing the third quest dumps you back into the bunny screen, this time with no one there, but you can still walk around for a few seconds before the dialog kicks in. Bug?
-"Are you male or female (choose the closest match)" wait okay hang on. "Choose the closest match" makes this way more confusing. Like, it rips the top off the can of worms and then sprints away into the night.
-"What is your skin color (more ethnicity to be added in future releases)" whaaaat. This is now the surrealist thing.
-No red hair color option?
-"what is your profession" this is amazing
-Wow, the cut to finale is really abrupt.
-Weapon: Variable. Whoops. Looks like it didn't record my choice of sword.
-"Surprise attack. Catherine became enraged." It's just me on the field, dude.
-I don't think the insult choice was saved either, since the villain used "buttmunchers" and I'd changed the default to "codmonger"
-Favorite food didn't get input right either. It came out as 24. I'd input sushi.
-The statue on the right is full of passability glitches.
-I do really like this weird earthboundesque plot direction, though. I'll try to finish up the rest of this late today or early tomorrow.
More feedback incoming:
-FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
-When you reunite Catherine with Ivan, their combined sprite takes an immediate step to the south....which can transport you through a wall. Stranding you permanently. Inches from the save point. fffffffffffffffffffffffffffffffffffffff--
-Fortunately you can switch characters, teleporting Ivan back out!
-And the switches are set weirdly enough that you can just walk north, trigger the battle, and be reuinited!
-Ivan takes ridiculous amounts of damage from everything in the electric tower. Catherine takes hardly any. I had to lame the boss fight out by using just her regular attacks and item heals.
-Completing the third quest dumps you back into the bunny screen, this time with no one there, but you can still walk around for a few seconds before the dialog kicks in. Bug?
-"Are you male or female (choose the closest match)" wait okay hang on. "Choose the closest match" makes this way more confusing. Like, it rips the top off the can of worms and then sprints away into the night.
-"What is your skin color (more ethnicity to be added in future releases)" whaaaat. This is now the surrealist thing.
-No red hair color option?
-"what is your profession" this is amazing
-Wow, the cut to finale is really abrupt.
-Weapon: Variable. Whoops. Looks like it didn't record my choice of sword.
-"Surprise attack. Catherine became enraged." It's just me on the field, dude.
-I don't think the insult choice was saved either, since the villain used "buttmunchers" and I'd changed the default to "codmonger"
-Favorite food didn't get input right either. It came out as 24. I'd input sushi.
-The statue on the right is full of passability glitches.
-I do really like this weird earthboundesque plot direction, though. I'll try to finish up the rest of this late today or early tomorrow.
Vermilion
I would 100% trust your trans friend's feedback over my feedback. Depending on how central of a character the princess ends up being, if the plot spends a lot of time with her you might be able to roll the information out a bit slower (Free Spirits is a good example of a game that did this, and also a really good game in general), but I would not worry about it otherwise.
Anyway, more playthrough feedback:
-A marigold potion 1 costs 7 obols to buy, 4 to sell, and 2 to craft. This means you can generate a lot of cash by melting your herbs into potions and your potions into obols. I'm at 105 obols in the first town without doing any grinding. Granted, I had to melt nearly all of my potions for it, but it let me get heavy cuirass 1 and sabre 3 basically out of the starting gate. Don't need heals if you can't take damage.
-It occurs to me that the above plus herbs constantly spawning could trivialize money if people just camp for herbs.
-Your town design is really top-notch. Even little things, like the house where everyone has been traumatized by a bandit attack, are really striking.
-Adorable little rabbits I will chase you!
I'm kind of sad there's no reward for catching up to these, since I do it every time I see one.
-Enemies don't spawn in Koruna Pass/Koruna Pass Cave. Is this intentional?
-oh god walkspeed in dungeons is so slow
-Floating box puzzle, top right rock has a passability glitch on the right side.
-Top middle rock has a passability glitch to the north of it.
-Hey I found a battle! I'd been exploring the pass/caves for about ten minutes without encountering one. I think the encounter rate got screwed up here during the global encounter rate change.
-At a defense of 33, bats deal 1 damage to me on all attacks.
-Okay, encounter rate seems to pick up a bit once you're deep enough in, around Koruna Pass Cave 5.
-In Mountain Beast's fight, I feel like there should be some signs that it's getting anxious/ready to run. Otherwise it's easy to feel like you just went in with the wrong shards equipped, load, and try again.
-Climbing a ladder after getting the warning that an encounter's about to happen seems to prevent that encounter from happening.
-Did not need to heal once during Mountain Beast II's fight. Just attacked with sword every round.
-Genbu are pretty frustrating. Only magic really hurts them, and even then it does hardly any damage. Maybe they have an elemental weakness, but not being able to switch shards mid-battle makes that challenging to find.
-I wish there were more options for increasing your damage output. As is, even if I optimize for it, combat is still super slow.
-Okay, I'm stuck outside the sealed door. I've turned on all four obelisks. No idea what to do from there.
Anyway, more playthrough feedback:
-A marigold potion 1 costs 7 obols to buy, 4 to sell, and 2 to craft. This means you can generate a lot of cash by melting your herbs into potions and your potions into obols. I'm at 105 obols in the first town without doing any grinding. Granted, I had to melt nearly all of my potions for it, but it let me get heavy cuirass 1 and sabre 3 basically out of the starting gate. Don't need heals if you can't take damage.
-It occurs to me that the above plus herbs constantly spawning could trivialize money if people just camp for herbs.
-Your town design is really top-notch. Even little things, like the house where everyone has been traumatized by a bandit attack, are really striking.
-Adorable little rabbits I will chase you!
I'm kind of sad there's no reward for catching up to these, since I do it every time I see one.
-Enemies don't spawn in Koruna Pass/Koruna Pass Cave. Is this intentional?
-oh god walkspeed in dungeons is so slow
-Floating box puzzle, top right rock has a passability glitch on the right side.
-Top middle rock has a passability glitch to the north of it.
-Hey I found a battle! I'd been exploring the pass/caves for about ten minutes without encountering one. I think the encounter rate got screwed up here during the global encounter rate change.
-At a defense of 33, bats deal 1 damage to me on all attacks.
-Okay, encounter rate seems to pick up a bit once you're deep enough in, around Koruna Pass Cave 5.
-In Mountain Beast's fight, I feel like there should be some signs that it's getting anxious/ready to run. Otherwise it's easy to feel like you just went in with the wrong shards equipped, load, and try again.
-Climbing a ladder after getting the warning that an encounter's about to happen seems to prevent that encounter from happening.
-Did not need to heal once during Mountain Beast II's fight. Just attacked with sword every round.
-Genbu are pretty frustrating. Only magic really hurts them, and even then it does hardly any damage. Maybe they have an elemental weakness, but not being able to switch shards mid-battle makes that challenging to find.
-I wish there were more options for increasing your damage output. As is, even if I optimize for it, combat is still super slow.
-Okay, I'm stuck outside the sealed door. I've turned on all four obelisks. No idea what to do from there.
Vermilion
More feedback!
-Resource scarcity is really pronounced when you hit the first town, but that's good. It makes all the things you might want to buy seem that more appealing/worth working for.
-"Did you know that the princess in Maeden is transgender?" transgender as a word feels a little weird for the character to say. Transgender as an English word feels a bit academic-y and new, and in contrast Vermillion's society feels like it has been able to openly talk about transgender for a long time. I'm not sure what to suggest here, but I feel like either they'd have their own common word for transgender (trueform or something like that?) or they wouldn't really find it remarkable enough to gossip about (although the princess' wardrobe, or her hair, or her retainers would definitely still be gossip fodder). Take everything here with a huge grain of salt, since I'm making this suggestion based on world-feel, not actual lore, and transgender might be a new thing for the setting or I might have gotten something else totally wrong.
In any case, I'll try to play a bit further into the game tonight or tomorrow.
-Resource scarcity is really pronounced when you hit the first town, but that's good. It makes all the things you might want to buy seem that more appealing/worth working for.
-"Did you know that the princess in Maeden is transgender?" transgender as a word feels a little weird for the character to say. Transgender as an English word feels a bit academic-y and new, and in contrast Vermillion's society feels like it has been able to openly talk about transgender for a long time. I'm not sure what to suggest here, but I feel like either they'd have their own common word for transgender (trueform or something like that?) or they wouldn't really find it remarkable enough to gossip about (although the princess' wardrobe, or her hair, or her retainers would definitely still be gossip fodder). Take everything here with a huge grain of salt, since I'm making this suggestion based on world-feel, not actual lore, and transgender might be a new thing for the setting or I might have gotten something else totally wrong.
In any case, I'll try to play a bit further into the game tonight or tomorrow.
The Cerebral Symphony
More feedback!
-You can change Ivan's personality while in battle as only Catherine.
-Crash bug: tried to downshift Ivan from positive in a battle against the pikachu: "Event script referenced an item that does not exist". It doesn't close the program, just dumps you back to the main menu.
-Switching characters really messes with the color of the text boxes.
-Trio of sparks flattens Ivan before he can act. This is a battle midway up the tower. I tried equipping the dictionary for that theoretical high defense, and they still flatten him before he can act.
-Also, the switch puzzle seems broken. At the same place where the trio of unbeatable sparks is, there's a barrier that can't be lifted. I've tried all switches on Catherine's side, all switches on Ivan's side, and various combinations of both, but had no results. Maybe this is an interaction with the character switching system?
In any case, I can't proceed without advice/a patch.
-You can change Ivan's personality while in battle as only Catherine.
-Crash bug: tried to downshift Ivan from positive in a battle against the pikachu: "Event script referenced an item that does not exist". It doesn't close the program, just dumps you back to the main menu.
-Switching characters really messes with the color of the text boxes.
-Trio of sparks flattens Ivan before he can act. This is a battle midway up the tower. I tried equipping the dictionary for that theoretical high defense, and they still flatten him before he can act.
-Also, the switch puzzle seems broken. At the same place where the trio of unbeatable sparks is, there's a barrier that can't be lifted. I've tried all switches on Catherine's side, all switches on Ivan's side, and various combinations of both, but had no results. Maybe this is an interaction with the character switching system?
In any case, I can't proceed without advice/a patch.
Cope Island: Adrift
The Cerebral Symphony
I'll mark my calendar and have it finished before the 19th. I've got a few other responsibilities vying for time, but luckily playing video games uses my "not technically working on anything, theoretically" timeslot, so it doesn't take time from the other stuff.
Worst case scenario, if chapter 5 turns out to be a long haul, I'll play through as much as I can and post feedback by the end of the 18th.
Worst case scenario, if chapter 5 turns out to be a long haul, I'll play through as much as I can and post feedback by the end of the 18th.
The Cerebral Symphony
Yeah, it's bugged then. Jumping when the wind is low doesn't get you the chest. Jumping at any time blows you to the top of the tower.
I was a huge Loreena McKennit fan in highschool. I haven't listened to her in ages, but it was a welcome surprise.
-BUG: you can completely walk through all but one square of the monolith at the top.
-BUG: the event at the top doesn't trigger right. It should happen as soon as you land. Instead I had to keep strolling around for a few minutes to finally get it to kick in.
-BUG: passability issue on the boulders at the top too
-Liz's quest's intro screen takes a good few seconds for the characters to appear. Feels like a bug.
-Why do multiple chests in the game give 99 Wet Fish? I don't think I've ever had someone get paralyzed, and I tried to cheese the in-game economy by selling them to buy that superpowered accessory in the hub city, but since getting the fish I haven't been able to actually go to that shop.
-Carys' "Wolf Liz" ability just says 'human' for its text and is unselectable. Bug?
-So, Dr Sergius' Inflict slow never inflicts slow, but I just had Carys use her Dr Sergius ability and it actually inflicted slow on the metal temple boss. I'm not even sure what to say here other than a long "whaaaaa..." that slowly subsides into silence.
-Metal temple boss fight felt totally reasonable. It actually lasted multiple rounds since there was no Ivan to kill it in a single blow and I found myself having to balance attacks and heals.
I was a huge Loreena McKennit fan in highschool. I haven't listened to her in ages, but it was a welcome surprise.
-BUG: you can completely walk through all but one square of the monolith at the top.
-BUG: the event at the top doesn't trigger right. It should happen as soon as you land. Instead I had to keep strolling around for a few minutes to finally get it to kick in.
-BUG: passability issue on the boulders at the top too
-Liz's quest's intro screen takes a good few seconds for the characters to appear. Feels like a bug.
-Why do multiple chests in the game give 99 Wet Fish? I don't think I've ever had someone get paralyzed, and I tried to cheese the in-game economy by selling them to buy that superpowered accessory in the hub city, but since getting the fish I haven't been able to actually go to that shop.
-Carys' "Wolf Liz" ability just says 'human' for its text and is unselectable. Bug?
-So, Dr Sergius' Inflict slow never inflicts slow, but I just had Carys use her Dr Sergius ability and it actually inflicted slow on the metal temple boss. I'm not even sure what to say here other than a long "whaaaaa..." that slowly subsides into silence.
-Metal temple boss fight felt totally reasonable. It actually lasted multiple rounds since there was no Ivan to kill it in a single blow and I found myself having to balance attacks and heals.
Fear and Hunger
I had the strong impression while playing that the girl's going to eventually stab the player in the back. That tension made decisions like giving her the knife or the doll really interesting--and the idea of giving her to pocketcat doubly so. I never did give her to pocketcat, since being able to target a second bodypart in combat was way more valuable than getting a book of enlightenment, but I figured if you tried to trade her in and she had the knife, she'd shank you before the cat grabbed her.
Not sure if this is the case, or if there are plans to implement it, but I think it would be very in keeping with the feel of the game for her to have her own agenda--or if she's too sanity-blasted from her time in the cage to think about anything beyond the moment, at least things that she reacts strongly to.
Not sure if this is the case, or if there are plans to implement it, but I think it would be very in keeping with the feel of the game for her to have her own agenda--or if she's too sanity-blasted from her time in the cage to think about anything beyond the moment, at least things that she reacts strongly to.













