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99
We'll look into the memory issues and see what can be done.
Your save file will work fine in the update. Simply copy them over to the new game's save file location.
Your save file will work fine in the update. Simply copy them over to the new game's save file location.
99
Well, first of all thanks for playing for several hours! Now about your questions.
1 - SEVERE LAG! Game tries to use more than 4 GB of RAM. (THAT'S BULLSHIT!)
On top of several 'Low Memory' warnings, the game actually shut down without warning, causing me to lose progress! Grrr!
Well...will probably have to consult Kadokawa for this. We haven't modified MV in any way. There were issues of memory lag reported. Hopefully this will be solved in the next MV update.
2 - 5th Floor puzzle doesn't reset like it should & nearly got permanently stuck.
Being able to buy keys in town saved me but the player shouldn't have to rely on something outside the dungeon to progress ahead (especially since this game is a stingy tightwad when it comes to gold, especially with problem #6)
As floors after 3 are randomized, please mention the floor name so we can help you out.
Now keys, unlike other key items, remain with you after you leave a floor. There is a dungeon 'Boxes and Doors' that rely on keys. The idea there was the player needs to grind for gold if they fail to deduce the correct path.
Also a tip: there are dungeons that will require you to purchase certain items besides keys from shops to solve...
3 - Healing SP costs are fucking stupid! There's no justification for it!
That is by design. The problem with a low Healing SP is that players can circumvent the healing scarcity with ether + cleric. Unlike a traditional JRPG where healing is easy, healing is purposedly made expensive and rare in this game. The design is you should lose at least about 1 hero per 2 floors. You can think of it more like how healing is handled in D&D games, which is quite rare outside of resting.
4 - Even with the 'Casual' setting the game is stingy as fuck with Exp & Gold,
as well as Levels & JP!
Hmm... Perhaps the gold could be rebalanced, especially for the casual level.
5 - Ailment duration stacks when reapplied. Nearly got locked down to fucking
Ice Slimes/Sludge/Ooze spamming Freeze, preventing my characters from natually recovering!
Some fights are tough. I do say. Well, I would like to think of it as part of the fun.
6 - Gold stealing skill is completely worthless! It always says that there's nothing to steal!
Ah yes, that's a bug. It's been fixed in the latest update.
7 - Elemental attack items are completely worthless too! I've used at least 5 of them & they ALWAYS FUCKING MISS! (including the 'all enemies' ones)
Good catch. Let me look into that.
8 - Even on 'Casual' the enemies are too overpowered! Some of them do ridiculous amounts of damage to my Thief & Cleric even though I gave them the best armor & DEF boosting upgrades I could give them! (Cleric had Heavy Armor with Wall Glyphs). This is mostly in regards to 'weapon wielding' monsters with special skills.
Good catch. That's a balancing issue we'll look into.
Still, note that the Cleric and Thief are one of the weakest classes statistically by far as they provide rare useful skills: healing and detect traps. They are designed to be liabilities in battle. For floors that are combat heavy (and trap free) it's probably better to bring other classes.
9 - Traps don't go away if they're triggered. (a trap should NEVER be able to spring more than once!)
Well...this is again by design. It's inspired by how traps are done in Legend of Grimrock: some traps never shut off. Hence why the Thief is VERY IMPORTANT. The conumdrum is we've also given the Thief weaker than average stats. Also, some traps such as the falling rock trap, is sprung only once (until dungeon reset.)
While I enjoyed the game for what it is, these problems completely ruined the experience for me & I won't be playing it again unless these problems are fixed.
Thanks for providing valuable feedback! It helps us make the game better.
1 - SEVERE LAG! Game tries to use more than 4 GB of RAM. (THAT'S BULLSHIT!)
On top of several 'Low Memory' warnings, the game actually shut down without warning, causing me to lose progress! Grrr!
Well...will probably have to consult Kadokawa for this. We haven't modified MV in any way. There were issues of memory lag reported. Hopefully this will be solved in the next MV update.
2 - 5th Floor puzzle doesn't reset like it should & nearly got permanently stuck.
Being able to buy keys in town saved me but the player shouldn't have to rely on something outside the dungeon to progress ahead (especially since this game is a stingy tightwad when it comes to gold, especially with problem #6)
As floors after 3 are randomized, please mention the floor name so we can help you out.
Now keys, unlike other key items, remain with you after you leave a floor. There is a dungeon 'Boxes and Doors' that rely on keys. The idea there was the player needs to grind for gold if they fail to deduce the correct path.
Also a tip: there are dungeons that will require you to purchase certain items besides keys from shops to solve...
3 - Healing SP costs are fucking stupid! There's no justification for it!
That is by design. The problem with a low Healing SP is that players can circumvent the healing scarcity with ether + cleric. Unlike a traditional JRPG where healing is easy, healing is purposedly made expensive and rare in this game. The design is you should lose at least about 1 hero per 2 floors. You can think of it more like how healing is handled in D&D games, which is quite rare outside of resting.
4 - Even with the 'Casual' setting the game is stingy as fuck with Exp & Gold,
as well as Levels & JP!
Hmm... Perhaps the gold could be rebalanced, especially for the casual level.
5 - Ailment duration stacks when reapplied. Nearly got locked down to fucking
Ice Slimes/Sludge/Ooze spamming Freeze, preventing my characters from natually recovering!
Some fights are tough. I do say. Well, I would like to think of it as part of the fun.
6 - Gold stealing skill is completely worthless! It always says that there's nothing to steal!
Ah yes, that's a bug. It's been fixed in the latest update.
7 - Elemental attack items are completely worthless too! I've used at least 5 of them & they ALWAYS FUCKING MISS! (including the 'all enemies' ones)
Good catch. Let me look into that.
8 - Even on 'Casual' the enemies are too overpowered! Some of them do ridiculous amounts of damage to my Thief & Cleric even though I gave them the best armor & DEF boosting upgrades I could give them! (Cleric had Heavy Armor with Wall Glyphs). This is mostly in regards to 'weapon wielding' monsters with special skills.
Good catch. That's a balancing issue we'll look into.
Still, note that the Cleric and Thief are one of the weakest classes statistically by far as they provide rare useful skills: healing and detect traps. They are designed to be liabilities in battle. For floors that are combat heavy (and trap free) it's probably better to bring other classes.
9 - Traps don't go away if they're triggered. (a trap should NEVER be able to spring more than once!)
Well...this is again by design. It's inspired by how traps are done in Legend of Grimrock: some traps never shut off. Hence why the Thief is VERY IMPORTANT. The conumdrum is we've also given the Thief weaker than average stats. Also, some traps such as the falling rock trap, is sprung only once (until dungeon reset.)
While I enjoyed the game for what it is, these problems completely ruined the experience for me & I won't be playing it again unless these problems are fixed.
Thanks for providing valuable feedback! It helps us make the game better.
99
@Dragol Wow really? What's your ideal combination? Be interested to know.
@randy295 Glad you're enjoying it. The color indicates somewhat the element of the particular enemy group. It's not completely accurate as some groups are of mixed elements (i.e. Both Air and Fire monsters are included.)
If you have a Seer in your party you can use her Oracle skill to determine what types of enemies will appear on that level and her Scan skill to see the weaknesses and prepare accordingly. All monsters of the same element tend to have the same magical weaknesses.
@randy295 Glad you're enjoying it. The color indicates somewhat the element of the particular enemy group. It's not completely accurate as some groups are of mixed elements (i.e. Both Air and Fire monsters are included.)
If you have a Seer in your party you can use her Oracle skill to determine what types of enemies will appear on that level and her Scan skill to see the weaknesses and prepare accordingly. All monsters of the same element tend to have the same magical weaknesses.
99
author=PerMac
Okay. That's nice, but if it's limited in "game days" perhaps I can accept it better. Especially if you can't play for long intervals or something. How do the saving mechanism work? Only if you rest at the Inn or a free save point in town?
In Normal difficulty you can save in the Dungeon or the Town.
In Expert difficulty you can only save in Town.
Give it a go and feel free to comment and criticize so we can make it better! Thanks!
99
author=PerMac
I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.
Sure! Actually at the start of the game you can choose to play with the Time Limit or without. Playing with no Time Limit gives the game a more relaxed pace and allows you to grind infinitely. I still recommend most players use the time limit as then it will be quite easy to 'escape' to base town often, drastically reducing the sense of danger within the Dungeon.
For those who haven't played yet the 'Time' limit is not real time per say, it's really the max number of game days you have to beat the Dungeon. What this does is limit the times you can use the full recovery at the Inn.
99
author=Animebryan
Looks interesting. I've been planning on doing a 200 floor random generating dungeon myself. This could be a real learning experience for me.
Thanks! Parts of the dungeons, such as the monsters, are random generated, but the dungeons themselves are mostly hand crafted as I wanted to implement specific puzzles. Hope this project will be of help to you. Good luck on your project!
Shadow Song
@HikiNeet Thanks so much for playing the game so comprehensively! You've given such good advice.
Now, development for Shadow Song has been temporarily suspended for now because its commercial potential is questionable. And us being a poor indie studio, the top priority now is to get something out there that will make enough to sustain us for future development. So Shadow Song was an interesting experiment of using Dungeons & Dragons mechanics within a RPG Maker game. But for now dev on this will be put on pause indefinitely.
BUT!
Much of the code and experience gained in this project will live on in future projects. For example, our next game, a dungeon crawler "99". It's still quite incomplete now but you can see some screenshots here if you like HERE. The goal is to get a demo of this out by end of August. It uses much of the mechanics of Shadow Song, but will be a very different game.
Thanks again! And just to answer your questions:
No. The Green chest thing is a bug with Moghunter's treasure script, which we are no longer using in future games until it gets fixed.
Skills don't raise automatically. You have to train them specifically.
You really do like to take on the supposedly unbeatable battles hmm? :)
I will keep that in mind for the future when we design challenges&rewards for players like you.
Ah yes, we forgot to do the dialogue of the farmers when one of them dies. Actually originally we planned to have them give you a much bigger reward if you manage to keep both of them alive.
Yes, that building was going to be a restaurant, but we ran outta time so we closed it.
Well after you destroy the dark circle the nun gives your JP points, which we think is pretty nice.
And thanks for pointing out the other bugs!
Now, development for Shadow Song has been temporarily suspended for now because its commercial potential is questionable. And us being a poor indie studio, the top priority now is to get something out there that will make enough to sustain us for future development. So Shadow Song was an interesting experiment of using Dungeons & Dragons mechanics within a RPG Maker game. But for now dev on this will be put on pause indefinitely.
BUT!
Much of the code and experience gained in this project will live on in future projects. For example, our next game, a dungeon crawler "99". It's still quite incomplete now but you can see some screenshots here if you like HERE. The goal is to get a demo of this out by end of August. It uses much of the mechanics of Shadow Song, but will be a very different game.
Thanks again! And just to answer your questions:
No. The Green chest thing is a bug with Moghunter's treasure script, which we are no longer using in future games until it gets fixed.
Skills don't raise automatically. You have to train them specifically.
You really do like to take on the supposedly unbeatable battles hmm? :)
I will keep that in mind for the future when we design challenges&rewards for players like you.
Ah yes, we forgot to do the dialogue of the farmers when one of them dies. Actually originally we planned to have them give you a much bigger reward if you manage to keep both of them alive.
Yes, that building was going to be a restaurant, but we ran outta time so we closed it.
Well after you destroy the dark circle the nun gives your JP points, which we think is pretty nice.
And thanks for pointing out the other bugs!
Shadow Song
@HikiNeet
Ok, more Q&A!
Elemental potions are not stat based so they have the same effect no matter who uses them, which can be useful in certain situations.
Yes I suppose wood should have a fire weakness, didn't think of that.
The items differ slightly in stats, not by a lot especially if they are of a similar level.
Good advice. You're right Filch should have a greater effect.
That building? Well originally there was content for that but we ran outta time so it got cut. :p So no, you can't enter it.
You killed the mercs?! That was designed to be a nearly unbeatable battle! Congratulations, I guess you proved that it is technically possible. :D Still people, that event is designed so you need to talk your way out of it.
The other way of opening that door is a key that you can spot with enough Perception in another room.
Oh good. I am glad Sarhiri proved to be annoying. Ha ha ha.
Firestone does boost magic but only a little bit. The Firestone material is better for melee weapons.
Ah the lockpicking. I am thinking maybe in the future implement a Fame/Infamy system like the Elder Scrolls where you can pick locks and get thrown in jail if not careful.
There's not too many secrets in the demo so I wouldn't worry too much.
Ok, more Q&A!
Elemental potions are not stat based so they have the same effect no matter who uses them, which can be useful in certain situations.
Yes I suppose wood should have a fire weakness, didn't think of that.
The items differ slightly in stats, not by a lot especially if they are of a similar level.
Good advice. You're right Filch should have a greater effect.
That building? Well originally there was content for that but we ran outta time so it got cut. :p So no, you can't enter it.
You killed the mercs?! That was designed to be a nearly unbeatable battle! Congratulations, I guess you proved that it is technically possible. :D Still people, that event is designed so you need to talk your way out of it.
The other way of opening that door is a key that you can spot with enough Perception in another room.
Oh good. I am glad Sarhiri proved to be annoying. Ha ha ha.
Firestone does boost magic but only a little bit. The Firestone material is better for melee weapons.
Ah the lockpicking. I am thinking maybe in the future implement a Fame/Infamy system like the Elder Scrolls where you can pick locks and get thrown in jail if not careful.
There's not too many secrets in the demo so I wouldn't worry too much.
Shadow Song
@HikiNeet
Thanks for for such a thorough playthrough! Well..I'll try to answer your questions as best I can.
Items work the same but some items change the percentage of the stats while some add fixed stats. The rings for example changes the HP/SP percentages, so it would be different for each actor.
Treasure chest items are all randomized. :)
You're right the exp boost is very useful in the long run, but its effects are less noticeable in this demo as your heroes will only reach level 6.
Filch only takes gold. It uses the Yanfly plug-in which bases the gold on a luck formula. The steal items are not implemented in this game. As for where the gold came from...think of it as hidden places you wouldn't normally find after dead body search, hence the extra gold. lol
Actually...armor is very important as it boosts your AC, preventing you from getting killed too quickly. I must warn you the monsters are VERY STRONG relative to the player in this game. Their stats are based on comparative Dungeons & Dragons monsters of the same level, which if you ever played D&D you would know they are quite hard.
Say your actor's attack is 10, that means she usu deals 1-10 random damage. Full attack damage means she will definitely do 10 damage.
Charisma? It affects a variety of things.
Yes, you're right the animation for the chain lightning could be improved.
Elves get a little more SP, Magick, Aura, and Speed. They have lower HP and Defense. The Classes actually determine the bulk of the stats.
Elves in general have better overall stats than all the other races, hence the -1 JP. Which again, is very bad in the beginning, but less noticeable in the end game. So elves would have a bigger advantage in a longer game.
Yup. Perception is important. :) Yes, if you boost your perception skills and come back later you will see traps and secrets you didn't notice before.
Feral Rage gets boosts from both status and its own boosts.
Element Shrouds last 3-5 rounds.
Stun is only 1 round. Paralysis is more or less permanent unless you have the proper remedy.
Thanks for the suggestions too! Oh and I do like beast races too but couldn't get the generator working properly in time.
Thanks for for such a thorough playthrough! Well..I'll try to answer your questions as best I can.
Items work the same but some items change the percentage of the stats while some add fixed stats. The rings for example changes the HP/SP percentages, so it would be different for each actor.
Treasure chest items are all randomized. :)
You're right the exp boost is very useful in the long run, but its effects are less noticeable in this demo as your heroes will only reach level 6.
Filch only takes gold. It uses the Yanfly plug-in which bases the gold on a luck formula. The steal items are not implemented in this game. As for where the gold came from...think of it as hidden places you wouldn't normally find after dead body search, hence the extra gold. lol
Actually...armor is very important as it boosts your AC, preventing you from getting killed too quickly. I must warn you the monsters are VERY STRONG relative to the player in this game. Their stats are based on comparative Dungeons & Dragons monsters of the same level, which if you ever played D&D you would know they are quite hard.
Say your actor's attack is 10, that means she usu deals 1-10 random damage. Full attack damage means she will definitely do 10 damage.
Charisma? It affects a variety of things.
Yes, you're right the animation for the chain lightning could be improved.
Elves get a little more SP, Magick, Aura, and Speed. They have lower HP and Defense. The Classes actually determine the bulk of the stats.
Elves in general have better overall stats than all the other races, hence the -1 JP. Which again, is very bad in the beginning, but less noticeable in the end game. So elves would have a bigger advantage in a longer game.
Yup. Perception is important. :) Yes, if you boost your perception skills and come back later you will see traps and secrets you didn't notice before.
Feral Rage gets boosts from both status and its own boosts.
Element Shrouds last 3-5 rounds.
Stun is only 1 round. Paralysis is more or less permanent unless you have the proper remedy.
Thanks for the suggestions too! Oh and I do like beast races too but couldn't get the generator working properly in time.