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TerraCaveman

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  1. Hi gendfleur! Thank you very much for the feedback! No worries about criticism. However minor it may be, we try to keep all of it in mind! Now then, time for some long-ish replies, lol. Technical Stuff Dialogue Spelling & Grammar Ambient Gameplay Maps Battle Gameplay Music Puzzles With all that said, thank you again for your review! We're so glad you enjoyed it! We will most certainly be working on this as often as we can, and we will work toward making the game even better!
  2. So, just thought I would say right off the bat, Whiona, your post really made my day! Don't even worry about taking so long with your review. PB and I are always happy to see more feedback! I'll definitely be taking everything to heart here and I will try and address most of the criticisms too (most of which I agree with, hahaha). Well then, time to create my own walls of text! In actuality, I'll try and keep it relatively short STORY: GRAPHICS: MAPPING: COMBAT: SOUND: EVENTING AND MISC. BUGS: Anyway, all in all, thank you once again! Never be sorry for your really long review, because this gives us both so much more to work with! We will most certainly keep working on this project. Development has slowed a bit due to school stuff, but we are making steady progress! Now for a final thing... I said I would acknowledge something about your Margot drawing... I'm not going to lie, I gushed a bit I think this is the first fanart that has ever been made for this game (another first from you, hahaha). It's just so cute too! I really like your sketch! I checked out your own game thread too and in general, I think your artstyle is just really colorful and adorable! Well, I think I've rambled on enough with my response. Thank you once again for giving this game a solid chance and for dedicating the amount of time you have to it. It really means a lot to us! EDIT: Did I just get ninja'd by my co-developer? Thanks PowerBurger... xD. Still, I meant everything I said, hahaha!
  3. *eye twitch* I... I... wha... I am now trying to figure out what in the world caused that. I checked the event in a backup file and there isn't anything that would open the gate in Oaksville I think I may have to re-edit the event from scratch or something... I assume that the gate is the NE village door you are referring to? But yes, I managed to go through there as well... and to top it off, not only the Ghost and Alvin, but Dorian, AND Fiora can both be encountered there too! You know, this is why I am glad that this topic was able to finally get a boost after a good three months of no feedback. Issues are being discovered, so we can actually try and fix them and not find out WAY later! I mean, I will definitely try to find a way to patch this out in that mini(more like necessary) update. If the game doesn't crash for you down in the Underground Passage, I guess feel free to beat up the bosses again, hahaha. Seriously though, thank you for playing through so much of the game so far. Your kind of input is the kind we need! Also, your level range is fine for the arena rematches. They are doable even around the level 18-19 range
  4. At PowerBurger real quickly... I'd say Takashi's Challenge is a closer comparison for Cockatrice Field as opposed to just Nintendo Hard... Seriously, the two of us know how to take down everything in the game, except that! That field is the one thing we can't consistently beat in this game. I think a single-use crystal is a marvelous idea... xD Now back to you, shadowblack... yes actually! The Red Scare class has skills present at Lv. 30, which is the level cap of this demo. It gets them all at once. Yes, that Foshu and Dom revival thing was intended, but not exactly in the way it came out. I think I dun goofed with the eventing on that one. It's still not an impossible fight, but it's unnecessarily cheap. If you find yourself having trouble beating that fight, don't stress too much. You don't have to defeat them to complete their post-game achievement. You should only have to fight them again once
  5. Oh, it just skips it? That's weird. I don't see why it would cause it to be skipped... but that is interesting. Margot is referring to 3 other slime colors. The Indigo ones (that you mentioned), Clear ones, and Gold ones.
  6. Speaking of that... wow, I am really surprised (and yet not surprised) that I didn't take that into account. Changing to Red Mage blocks you off... That is a softlock in a sense. Anyway, we definitely have had enough feedback on the Tutorial to change some things. Like... how about maybe a "No" option for one thing? xD Fair enough about the running away. Although, I am a bit surprised at you not being able to run away from the slimes... I didn't think they were that fast, but ah well. Granted, most others who played the game had a really easy time with the dungeon because Margot and Kurtwood can 1-shot Regular/Green Slimes and Margot can nearly 1-shot Reds even at her base level. That said, we'll take that into consideration! Of course there were simple tutorials in games in the year 2000, but times have definitely changed, haha. Depending on the game, a lack of tutorials can significantly bork a player later on. Actually even WITH the tutorials, another playtester actually got destroyed 3 times in the first dungeon just because they well... forgot everything... I understand though that you and others are probably players that do not want your hand held so much, and that's fine. P.B. and I thought it was fair to assume that not everyone shares that opinion though. I'm just repeating myself at this point, but yeah, I covered the tutorial thing with Shiggy up there too, but I'll specify. There will be a "No" option not only in the next major update, but in an upcoming smaller update. Admittedly, I would have to disagree with the notion of skipping dialogue. About it not having a large impact in the story...? In RPGs, I would think that dialogue is kind of... CRUCIAL for the story! It's like skipping dialogue in the Mass Effect games! That's just no good! I will agree though that the dialogue can be trimmed down to an extent *nods* Lastly, I'm sorry to hear that it didn't grip you right away. I think that makes sense considering the story is meant to have a bit of a slow start. It's mostly character-based exposition early on and then the story unfolds slowly. The fact that the story is a bit of a slow starter might be a turn-off for you. It probably means that this just isn't the game for you, which is completely fine. The game will not appeal to each and every person. We completely accept that. No hard feelings at all! Thank you for giving the game a try anyway
  7. Actually 2nd boss wasn't immune to blind (1st is not possible to blind though because you don't have anyone who can yet). Blinding Powder has a 50% chance to inflict Blind, so it can fail. Definitely Examine enemies. It's fair to assume that if it doesn't say they can't be blinded, then they can be blinded. Magic Reflect is not possible to cancel. Granted, the effect lasts for only 2 turns, and sometimes Biden's can own Disruption Wave cancels it out early, I believe. Eliza is your only debuffer, so it's fair to find fault in not being able to do that with her for two turns, but she can always play a different support role if need be. She's an excellent White Mage as well Disruption Wave and Disruption Pulse are part of the two's main strategy. Yes, it is devastating! There's a reason why the Challenge is not "Do not get KO'd even once!" The fight is definitely not meant to be overwhelmingly difficult though. It's possible to do even with the worst equipment (although not recommended lol). It's probably best to pick a strategy and not try and do everything at once. By that I mean, maybe choose the method that you want to attack with over another rather than just going for damage from your whole party. Having Kurtwood sit back and play defense isn't too bad for one thing. In fact, Kurtwood actually can completely trivialize this fight due to his good spread of HP and P.DEF. Even with low M.DEF, he can Provoke both Robo-Golems and just Guard to sponge the damage while the others whittle them away. The others are definitely no slouches at fighting either. Not even Phillip and his chip damage, hahaha. If Kurtwood plays defense, you still have 3 characters to take them down! Ultimately, you want to make sure you take out one of them as quickly as possible! Anyway, hope that helped some things! Sorry you struggled a bit, but you know, we don't want the game to be too easy either
  8. Boss 1 - Presents you with an "Enchanted Thorn" (Sword-type weapon) as a gift of friendship and as an admiration of your strength. Also, she can always make more! Boss 2 - Gives you a "Steel Longsword" (Sword-type weapon) which was originally owned by um... villains (trying not to spoil stuff yet xD). He thinks you have proven yourself more worthy to own it. Boss 3 - Phillip finds "Earth Gauntlets" (Glove-type weapon) which is just chunked off of the sturdier of the two bosses really. Boss 4 - He gives Margot an "Ominous Dagger" (Dagger/Knife-type weapon) which is surprising to say the least... We have a story planned for at least that one, I swear! If the Challenges are failed, then you do not get the item from their respective Boss. Admittedly, there wasn't a rhyme or reason at the time we decided to do challenges, but we decided to keep them in as we kept on developing the game. For the most part, the reasons aren't super specific, but those are reasons that make sense as to why you would get those for completing each challenge, specifically. They really are just rewards for the player more than anything. About the world map... I know. When I first worked on the world map, I was less experienced with the engine and kind of forgot to go back and touch up on some things. I will definitely fix that! I'm also glad you found those little messages. They are kind of silly and also the biggest indicator that we're... not exactly done yet, hahaha. Those places should be interesting as we get more of the game completed!
  9. Oh okay, I see what you mean! Yeah, the closest to that I believe is just looking at their Status -> Parameters page and scrolling through them with Q and W. Also with everyone in the same class with no equipment... lol. That said, I've definitely been considering adding a way in the game for players to be hinted at what stats each playable character does well in/does not do well in without having to examine stats for every situation. Or we might make a walkthrough.... That's something we've been considering too. It might be a bit too early for that though, haha. If there's enough demand for it, then you know... maybe! I'm glad you like the bosses! We definitely tried to make them as interesting and as challenging as we could! As for that bug with the boss there... I will definitely note that in the OP. With icons staying for characters when choosing to cancel actions. It happens when you press "left" on the arrow key on your left-most party member. That means that the action was not actually cancelled. Could that be what happened? If not, then yeah, it could be a glitch. Sure, I can send you a link to the script. Thanks for offering to help!
  10. Sorry you didn't like the tutorial. If it makes you feel any better, the tutorial stuff really doesn't last much longer beyond that point, hahaha. Yeah, succeeding the challenge gives you a bit of extra dialogue following the first boss (I am assuming that is the one you defeated most recently) and you get a special item for completing challenges too. Although, PowerBurger said that already so... I'm just repeating things I understand the gripe with the Return to Title Screen option under the Systems menu. I don't know if there's a way to enable a prompt though. I'll look into it. Now for your last thing, I'm not sure I understand. When you hover over a class you want to change to, it does show you how the parameters for the characters will change in the bottom right of the screen, doesn't it?
  11. Just updated the OP with the new glitches. Thankfully they are minor and not game-breaking, but glitches are glitches! Thanks for letting us know so quickly!
  12. LEGACY OF THE WORLD OP latest update: 03/31/16 Developers: PowerBurger & TheMisterLuigi (Special thanks to our friend, Miku Boy, for being a regular playtester for us) Genre: Turn-Based RPG Game Progression: 1/8th of the game is completed. Game resources are subject to change. Aiming for Summer/Fall 2016 release for Demo v2.0. Average Game Length: The demo averages around 7-11 hours. This includes various sidequests in the game, in addition to the main story events. Recruitment: N/A Story & Setting: Legacy of the World takes place in a fictional Earth, set over 1000 years in the future. Technology appears to have regressed to a point of becoming scarce to non-existent. The story begins with a semi-retired mercenary named Kurtwood Okerson who lives in the little town of Oaksville. The day seems to be rather ordinary as he goes out to meet an old friend, but then he is given a message from the king of Elsnoire. He assumes it is just another call for work from the king, but upon his arrival to Elsnoire, he encounters a mysterious group of hooded individuals and is eventually wrapped into far bigger events than one could imagine. Events that could very well concern the entire world. Playable Characters: There's quite an ensemble of characters in the game already. These are just the player characters! Credits: We have used a very large amount of resources made by others, alongside original resources made by us, to the point that it may be a bit too large to put everything here. This includes scripts, graphics, music/BGMs that are used in the game. The biggest of which being the game's scripts and music. A .txt file will be posted of the credits page that will also be provided in the download of the game: http://dl-web.dropbox.com/get/Public/Credits%20%5BDemo%20v1.0%5D.txt?_subject_uid=102951146&w=AACLlkzVrqFLOzOxa7dP6Chls5U38SIf2a1Z6TknO-hzNg NOTE: Please let us (TheMisterLuigi and/or PowerBurger) know if you find something of yours in our game and we failed to credit you! It is very possible that we may have missed some things in our credits, and we don't want you to go without being credited for work! p.s. If we need to provide a little more, in terms of credits, please let us know about that as well! Screenshots: Features: - Many custom portraits drawn by TheMisterLuigi (who is still very critical of himself and wants to continue improving the portraits for the next demo, haha). - Lots of non-RTP themes to help immerse you into the game! - Easy enough to get into for newcomers to RPG games, but with challenging aspects present even for veteran players! - Playable character individuality. One character in a certain class can be quite different from another character using the same class! - Distinct boss fights that will require the player to use all of the classes/skills you are given to succeed! - Enjoyable dialogue throughout the story! Possible Bugs: - An apparent issue with the Arrow Keys not working for movement with a playtester. It has happened one time with that single playtester, and we have not been able to replicate it, but it may be something to keep in mind. The Number Keys on the "Num Pad" can be used for controlling character movement as well though. - A few graphical glitches? The events seem to "twitch" for a brief moment when entering new areas. It is mostly just one area where it sticks out (a roof in the "Elsnoire" area). - A shutdown might happen on the World Map, possibly? Still trying to find out which troops cause it if any. Just take caution and save often when on the map! Definitely Bugs: - The well in Oaksville turns off item popups. Item popups also disappear after doing the Phillip's Nightmare Side-Quest. - A "ghost Yvonne" talks to you if you examine her house door in Oaksville! Thankfully, it doesn't do much more than that. - Some unspawned enemies have their HP bars appear. - Around 10 typos. Not an actual bug, but it bugs the developers... heheheh... (yeah, starting to wonder if I'm suitable for the writing job... xD). - The "Underground Passage" area attached to Oaksville becomes available early at some point. Some bosses can be refought down there. Seemingly does not cause crashes. Probably not recommended? - Talking to the NPC in the Snowy House area will force a shutdown because of a missing sprite. This area is not required and not accessible until the demo's last boss is defeated though. - Don't talk to the enemy closest to the reaper in the unlockable scenario, as a missing theme in the game forces a shutdown. LotW v1.0 Demo Link: http://db.tt/eZNIo2MX
  13. Thank you! I'm happy to be here!
  14. Thank you very much! Oh no, a designer! Haha, but seriously, thank you PowerBurger. Looking forward to working with you on Friday again *thumbs up* lol Our game is going to be... good. Hopefully, XD. I truly hope that you all enjoy the demo when we officially release it!
  15. I saw that topic! Now that's definitely quite the title, lol. Thank you! Indeed, haha. And thank you! It may very well be... I think I'll probably join as well XD
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