LIGHT487'S PROFILE

Tales of Medea (Prologue...
Young man goes on camping trip and gets caught up in adventure.

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1) This is a choice that the player will have to make. Ignatius is an optional pet that the player can use to bolster their party. Later in the game there will be other pets too. I will perhaps run a check, before the player leaves that area to "suggest" they go and get Ignatius but it is still optional. The game will be quite hard without him.. but not impossible. :)

2) Artistic licence :)

3) Oh.. really? I'll fix it, thanks! :)

4) That's fixed now, thanks for the heads up. Those passibility things are annoying :)

5) I'll add in an additional check to make sure it's only paid for once while the player has the key, thanks for finding that bug :)

6) I'll see what I can do.. :)

7) Hrmm.. yeh.. that is odd, those ones are meant to be bandits.. I'll fix the dialog :)

8) Intended.. as she says, she thought she'd been forgotten about :)

I'll definitely get all those things fixed up, thanks for the feedback! :)

Demo Feedback

There "may" be something to your comment about the village elder... :p Will just have to wait till I finish more of the game. :)

Demo Feedback

Thanks for the feedback, I really appreciate it. I've begun compiling a list of changes I will be making, though I probably won't be able to get a new version released for a few days (though weirder things have happened).

Of particular note: I'm adding a lot more interactivity to the maps so you'll be able to talk to every NPC and interact with a lot more objects. I'm also putting dashing back in and tweaking the enemies so that when they see you, they'll run faster. You'll still be able to run faster than them but I think it is a good compromise in what I was trying to achieve and allowing for the convenience of running. There are a number of other changes I will be making as well but I'll save that for a proper blog entry.

With regards to the sacks in the level 2 farmhouse, you can walk behind them but not under them. The stack is 2 tiles high, so just like walking behind a cupboard or bookshelf, you should be able to walk behind the sacks too.

I'll try to make it more obvious that the keys are actually on the corpse in the cave area. That was my intent but I guess I need to put more text in there to make it more clear.

With regards to the combination, it's a random number each time you play, so I will explore options on how to make a key item that has a changeable description for that purpose, thanks for the idea! :)

I actually didn't intend for Ignatius to have two weapons like that.. I realise my mistake now (Dual Wield ability). So that will actually be removed because I am balancing everything based on him not having two weapons, hence the extra attack when you wield the extra weapon.

With regards to the grammar things, I guess there are going to be some differences of opinion there as I learned English in Australia and there are different conventions that we use that seem odd to others I guess. However, I thought I was using ",,," in every dialog, I will need to look through all the dialog and replace any of the ",," I find :) Anyway, I will still look at improving the dialog and see if your suggested grammar changes sound "right" to me and how I am wanting the people to speak. Just because it might seem odd to me, doesn't mean I won't consider changing it :)
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