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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Okiku, Star Apprentice
Yeah, I'm not suggesting that adding items is the only way to go. It's just an easy solution to the problem.
Also, in battle, it creates the choice of "I could heal with items here, but I really want to heal with my skill so my skill improves."
Also, in battle, it creates the choice of "I could heal with items here, but I really want to heal with my skill so my skill improves."
Pain is fun!
Game Idea
There's also the fact that everyone has ideas. We all have stories we want to tell, or think would otherwise be cool. But if you're not willing to give any hint of what you're thinking, no one's going to be interested.
Okiku, Star Apprentice
No offense, but I'm not seeing "teleport out of a dungeon and heal, then redo the dungeon up to that point" as an optimal method of gameplay.
The big question is what's the reason for not including items? Does it serve the game in some way? Is the game made better because they aren't there?
Because I'll be frank. Finishing a battle where the enemies got a chance to do some serious damage to you and you beat them before healing should not be a punishment. That damage should not be something you can do nothing about (aside from leaving the dungeon) and have to deal with in the next encounter.
If you really want to go the "no item" route, why not restore all HP after battle? Or at least something that doesn't make the player have to backtrack.
The big question is what's the reason for not including items? Does it serve the game in some way? Is the game made better because they aren't there?
Because I'll be frank. Finishing a battle where the enemies got a chance to do some serious damage to you and you beat them before healing should not be a punishment. That damage should not be something you can do nothing about (aside from leaving the dungeon) and have to deal with in the next encounter.
If you really want to go the "no item" route, why not restore all HP after battle? Or at least something that doesn't make the player have to backtrack.
Okiku, Star Apprentice
Well, like I said, it's not a problem as long as you have other ways of healing, like items. Are you going to be able purchase healing items in the game?
Okiku, Star Apprentice
The enemies react nicely when hit with the blasting wand. Was the "preemptive strike" thing implemented yet, because it doesn't seem to be working for me.
Also, I think it was mentioned before, but the healing spell can't be accessed outside of battle. Normally this wouldn't be a big deal, but you can't buy healing items, so, it kind of seems off.
Though congrats with the blasting wand otherwise; it works great.
Also, I think it was mentioned before, but the healing spell can't be accessed outside of battle. Normally this wouldn't be a big deal, but you can't buy healing items, so, it kind of seems off.
Though congrats with the blasting wand otherwise; it works great.
Okiku, Star Apprentice
Yeah, they definitely need to pose some threat, even if its minimal. It's cool if they die in one hit (like you said, it's just the first area) but it'd be nice if they weren't completely powerless.
Okiku, Star Apprentice
The default's fine with me. As long as the battles are balanced and interesting, the default system works just fine.
Ys Series
I played The Ark of Napishtim and enjoyed it quite a bit. I should play another game in the series at some point.
STRIP!
author=EvilEagles
... I still have this >_>;
STRIP!














