UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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Angelic Virtues
author=Erilex
Thank you so much for playing the game, unity! I am ashamed to say that the reason you can't refine attack combo spells is that there... aren't any (other than Ars Arcangelus) I just didn't have time to make them, lol.
Haha, that makes sense! I don't blame you, you were on a tight deadline.
author=Erilex
As for the other nitpicks you mentioned in the itch.io comment, both are very fair. Ideally I would have liked to let the player save anytime they wanted, but when a saved game is loaded, the camera and the parallax are reset, which does all kinds of nasty things to the main city map xP (hence the saving being done in a separate 13 x 17 map). I figured that since the battles have a retry option if you die this wouldn't be a big issue, but like you said a heal spot should solve any potential softlocking problems. I'll be sure to add one in the revised post-jam version.
Oooh, now it makes a lot of sense how you handled saving, moving it to the Egg Chamber. I think that was a good way of doing it, seeing as the paralax does that.
author=Erilex
And Ars Arcangelus missing the first time you cast it... Yep, that would suck. I will try to figure out a way to make it so big resource sink spells CAN miss if you are affected by blindness or other such status effects but are guaranteed to hit otherwise.
I'm glad you still enjoyed the game despite these issues!
I sure did! You did great with this! I forgot to mention, but I also love the character designs and their magical girl outfits too! :DDDD
Angelic Virtues
Hey, glad to see this game has an RMN page, I subscribed! :D
I just played it and gushed a lot over on your itch.io IGMC entree page, and I realized I forgot a couple of things. First, if you choose to refine attack combo spells in the Egg Sanctuary, it seems to do nothing.
Second, this made me laugh a lot XD
And again, wanted to say that I really love this game! :D Your games are very much different than anyone else's, and I mean that in the best way possible, so I'm so glad you're still making games! I'll totally keep an eye on this game if you decide to develop it further, and I'm so excited for This is Not My Final Form!!!
I just played it and gushed a lot over on your itch.io IGMC entree page, and I realized I forgot a couple of things. First, if you choose to refine attack combo spells in the Egg Sanctuary, it seems to do nothing.
Second, this made me laugh a lot XD

And again, wanted to say that I really love this game! :D Your games are very much different than anyone else's, and I mean that in the best way possible, so I'm so glad you're still making games! I'll totally keep an eye on this game if you decide to develop it further, and I'm so excited for This is Not My Final Form!!!
Izrand Allure
author=Ratty524
I came back from the dead and noticed this project. I'm hyped.
Welcome back from the dead, very nice to see you! :D
And thanks for the hype, I'm excited too! ^_^
Teaser Trailer!
author=Marrend
COMINGSOONEVENTUALLY! XD
I'm rootin' for ya, uni!
Haha, thanks Marrend! :D
author=Dyhalto
Anybody else find it weird that "unity" is working on this?
What's with the air-quotes? Is there some ghost-writing going on? Have we lost the real unity somewhere, and "unity" is an impostor?
It is a mystery
Yeah not sure why she put my name in quotes XD Perhaps to make sure you didn't think it was being made in the Unity engine XD
Oh No! It's My Crazy Ex-Girlfriend! Review
[RMMZ] Auto Triggers SUDDENLY not working...
Final Fantasy 1 is made by n00bs, there's no intro cutscene so they just placed a raw starting location
You're right, there's not even special music for boss battles!
But Garland has that line about knocking us all down, so it's still a 10/10
But Garland has that line about knocking us all down, so it's still a 10/10
How to fix thief
A lot of really cool ideas here! :D I thought I'd throw in how I'm handling the Thief job in Izrand Allure. I've tried to make the thief more viable myself but it's hard to know how well it'll hold up over the whole game, so time will tell.
You'll notice I kept Steal. I know you said at the start "who likes this skill?" but I actually enjoy it, if for no other reason than it feels classic and it's fun to get free stuff off of the enemy. Here's what I changed with Steal:
Steal Always Damages
The Steal equivalent is more like Mug, always doing 80% of a normal attack's worth of damage. That way you're still moving the fight forward even as you are stealing.
See the Enemies' Stealable Items, Choose What You Want
You get to see a list of the target's available steals and try to steal what you want to steal. Don't want another potion but do want that rare helm? Grab that and ignore the rest.
Consistent Steal Rate
The steal rate is consistent, no matter what you are stealing or from whom. It starts at a base 40% (plus a tiny bonus from Luck stat) and grows as you learn passives that boost it from the Thief job.
One thing that drove me nuts about FF9's Steal is that you could try to steal from a boss for like half an hour and possibly get nothing from it. So a consistent Steal Rate was important to me.
As for other things about the job that I hope make it more worthwhile:
A Bag of Tricks: Steal isn't the only skill a Thief learns. Thief has a variety of skills, including multi-hits that deal blind or bleed.
Agility is More Valuable: The game used a Charge Time Battle instead of the standard turned-based, more akin to FFT or FFX. So the Thief's boosted agility will allow them to take more turns over the course of the battle than other classes.
Again, that's just my attempt and the game's still in it's infancy, so time will tell if the Izrand Thief job ends up being worthwhile, but I certainly hope so :D
You'll notice I kept Steal. I know you said at the start "who likes this skill?" but I actually enjoy it, if for no other reason than it feels classic and it's fun to get free stuff off of the enemy. Here's what I changed with Steal:
Steal Always Damages
The Steal equivalent is more like Mug, always doing 80% of a normal attack's worth of damage. That way you're still moving the fight forward even as you are stealing.
See the Enemies' Stealable Items, Choose What You Want
You get to see a list of the target's available steals and try to steal what you want to steal. Don't want another potion but do want that rare helm? Grab that and ignore the rest.
Consistent Steal Rate
The steal rate is consistent, no matter what you are stealing or from whom. It starts at a base 40% (plus a tiny bonus from Luck stat) and grows as you learn passives that boost it from the Thief job.
One thing that drove me nuts about FF9's Steal is that you could try to steal from a boss for like half an hour and possibly get nothing from it. So a consistent Steal Rate was important to me.
As for other things about the job that I hope make it more worthwhile:
A Bag of Tricks: Steal isn't the only skill a Thief learns. Thief has a variety of skills, including multi-hits that deal blind or bleed.
Agility is More Valuable: The game used a Charge Time Battle instead of the standard turned-based, more akin to FFT or FFX. So the Thief's boosted agility will allow them to take more turns over the course of the battle than other classes.
Again, that's just my attempt and the game's still in it's infancy, so time will tell if the Izrand Thief job ends up being worthwhile, but I certainly hope so :D
Let's Play: Chase for Divinity - Parts 05 to 08
Hey, thesacredlobo thanks as always for playing my game and uploading these :D
I've been replaying this game too, and I'm not sure how far you've gotten, but I found a game-locking glitch that's possible to encounter. After you get the airship, if you go to the town/temple on the Etherlands before getting the key to the temple door, the game won't let you leave back to the overworld ;_;
EDIT: I've uploaded a new build that fixes the problem, just in case you or anyone else happens to get stuck there.
I've been replaying this game too, and I'm not sure how far you've gotten, but I found a game-locking glitch that's possible to encounter. After you get the airship, if you go to the town/temple on the Etherlands before getting the key to the temple door, the game won't let you leave back to the overworld ;_;
EDIT: I've uploaded a new build that fixes the problem, just in case you or anyone else happens to get stuck there.
Dev Log #2: Progress and Demo Feedback
Very nice update, and I'm so glad the demo is doing so well :D
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD














