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Shards of Xar
A mysterious darkness has risen from the unknown

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Shards of Xar

Wow, I've got some catching up to do on these comments.

@ Drachen

Thanks for the input.

As for the battles, I'm trying to make it so battles get progressively more challenging as the game goes on. More attack skills with varied advantages that you will have to utilize in order to win in a fight. Elemental, multi-hit, wide ratio consideration, status-infliction, defense breaking, armor-piercing, critical-only damage, first initiative, double turn, team skills (with certain party members), special/elite status, are all some examples of what you'll have to consider/take advantage of to get best results and/or be victorious.

Some battles will even be affected by event(s) that happen prior to the fight even beginning, e.g., whether or not you have acquired a certain "Shard" affects whether or not an enemy is capable of using his strongest skill. Another example would be whether or not an area/part of the world is considered a "High Risk Zone". In which case it would be a good idea to be on high alert for risk of running into Demons.

As for the dialogue, I feel I have to change it every time I playtest my game. I feel as if there are details and subject matter that doesn't come out too well. I'm always trying to catch these things whenever I can.

Shards of Xar

I'm glad you like it, Linkis :) Though I got to say that at some point I should make a new demo since the content of Demo v-1.3 is currently outdated. Somethin' to think about doing, but am unsure if I want to yet.

And yeah! The "Shards" is estimated to have a completion date set for late 2016. I've been really lazy with development and I think it is time to get this game out there.

forestofia.jpg

Thank you. After many attempts at "forest" mapping, I'm pretty sure this is what I'll be settling for.

Shards of Xar Review

Thank you very much for the review, Happy!

I seemed to focus too much on bug-testing and testing general flow of the game rather than connecting pieces and making sense of things.

Story:

-I'll remove as many immersion-breaking moments as best I can take note of, e.g., Jerilyn saying you can save and the main character says thanks.
-The plot hole with The Message Ball and Bert and them and their disappearance has escaped me numerous times. Sorry.
-Kendra the know-it-all will be toned down in terms of how much she seems to know about things.
-I tried to make the game feel like nothing goes according to plan and any purpose at hand is left in questionable status. Maybe I can try and go about it better with some narrating.
-I want to keep the main character as a guy who has a lot of thoughts. Some obvious and some silly, I'll try to make his thoughts more relevant.
-The assumptions I'll try and convert to acknowledgement of a situation or maybe something that is relevant. If it is obvious, it'll stand just to remind the player about details regarding something.
-I've never been very good at planning out stories. I always scrap ideas and change story flow way too often. This also ties-in with how I don't want the player to ever feel like anything ever goes according to plan. It is such a mess and I agree. All I can say is that I'll do my best to make sense with all the confusion that is there.

Gameplay:

-I want the main character to feel underpowered and weak in comparison to others because of how inept he is. I'll have to remove the label of him being a "hero".
-I'll try to add some layers or depth to the combat system. My ultimate goal is for the combat system not to feel too complex. Some progression maybe towards customizable skills would be something I'll look into. I'll see how I can find a medium for this.
-I'm looking into making skills more tactical and having a reason for being used other than for damage. Some character(s) will still remain damage dealers though.

Again, thank you very much for the review! It has helped give me greater vision towards what has been eluding my hindsight because of focusing too much on making sure the game functions more than all else.

Tales of Chaotica

I cannot continue to work on this game any longer. Reason being that my computer crashed and that crash deleted everything off of my main drive and my game, Tales of Chaotica, along with it.

It was fun, though. Might try to make another game eventually, but I am really just not sure right now.

Tales of Chaotica

@ZakkuKun
Thanks! I've been re-doing the game from the ground up. I want the game to be better than my last demo was.

avnir.png

Thanks, Zakkukun.

@chana
My tilesets are a mix of XP+VX rtp and Mack's tilesets. Sometimes things don't blend too well, but I try to get them to from what's available.

Tales of Chaotica

Thanks for your input, BareGamer :)

My main gripe with my game is the story. I'm not even sure where to go with it. The story I had in the 1st demo has gone through some changes. I'm trying to make it similar but different.

Sometimes I feel my game's setting and overall feel is fundamentally flawed but I'll see what I can do with it.

Tales of Chaotica

I'm sorry that my game is the most terrible game you have ever played :(

This is my first game and I am trying my best. I hope I can make it better.

Tales of Chaotica

Thanks for the kind words! And yeah, I need more direction in my game. It was only when I was putting out a demo that I found things that I never noticed before. By the way, the pouch can be found from the horse after getting the animal foods item.

I still feel bad about the looping event in the south-east house(which I fixed by the way). Oh my god that was bad. I never go in that house! So I tested the game and I found out about it and yeah. Making an RPG is pretty tough! Lot of things that I think I will fix but forget a moment later when I find other more interesting looking errors to fix. :P
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