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He, he, actually the green crystals were supposed to heal the entire party at the beginning but this made the journey far too much easy and instead of reworking the stats of the enemies, I chose the lazy way and removed this feature  ^^ 

 

There are two hidden skeletons by the way: one in the canyon, directly opposite to the entrance of the cavern, on the other side of the rocky piton, in the recess located on the southern border; the second is hidden in the southeast room of the ruins. Did you find them too?

 

The Leather Hap looks like a typo, indeed, but it's a base item from the RTP so I thought it was normal that it's named like this – I've just corrected it...

 

Thank a lot for this feedback: much appreciated, like always  :)

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Time for an update: the project is now almost in the demo stage and some feedbacks from several testers encouraged me into adding many changes.

 

- more dialogs: almost everyone speaks now, and I recommend you talk to some NPC several times, both before and after the meeting at the palace – this just may come in handy...

- you can sell your stuff at shops for more cash, all the more as enemies now drop their weapons; there's also a fourth shop right before the Iceland.

- more connectivity between the first maps: you can go back to Milius from the road to Iceland, before meeting Alasran's brother.

- added the final dungeon, split between 5 maps and 3 cutscenes with a pair of (simple) puzzles for variety.

- implemented Yanfly's Command Autobattle script for the ones who dislike the RTP gameplay.

- grinding in the dungeons of the Yondo desert is now optional

- improved animations – this concerns mainly Exelion.

- added healing items and some gold.

- unless mistaken, that is all...

 

Download link is slightly different (URL in the first post of the thread has been updated) for a really heavier file size (333 Mb): thanks in advance for any feedback – all of you take care!  :)

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Some feedback convinced me to do a few changes :

 

- reduced the amount of TP necessary to trigger a skill

- reduced the stats of most enemies to make fights easier

- reduced the Steps Average of most maps to get less fights...

- ... but increased the amount of XP for each enemy

- added some manual save points here and there

 

That's all: every opinion is still very welcome  :)

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Moving to the Gaming Lounge!

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@Gui I would suggest remaking your world map. It is kinda bad.

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Really? Why is that?

 

I still find it good: it is different enough from the rest of the visuals to stand on its own while fitting a medieval fantasy theme...

 

What would you suggest instead?  :)

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He's referring to the overhead map with the location names. It is a bit difficult to look at it. The sprite is also kind of hard to see, as it stands in the dark part of the map right under Iceland.

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Wow you really put so much effort in this one good job. I cant imagine how much time you render those assets, they all look amazing and really well done specially those houses. Keep it up this is a nice project. As for the RTP they kinda clash with the BG but they also put a very nice effect making the characters sprites pop out and you can edit them freely then use it in a commercial project as long as you own a legal copy of ace I believed.

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Thanks!  :)   It took me a while, yes: about one year of work for a 2 hours long demo –indeed, that has been a pretty crazy ride...

 

He's referring to the overhead map with the location names. It is a bit difficult to look at it. The sprite is also kind of hard to see, as it stands in the dark part of the map right under Iceland.

Maybe... But this map is visible only for a few seconds, the time for the sprite to walk from Milius to the Iceland: you're not in control of its movements because it follows a Move Route so you don't really need to see it clearly to begin with; in any case, it will find its way by himself and will trigger the rest of the game: no worries, then...

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Hello, I'm not sure if you're still working on this project but I thought I'd just give a few comments.

 

The story idea is INCREDIBLY interesting. The idea of some people who escaped a plague having to go back to the place they escaped from lends itself to all kinds of interesting stories and events etc... but when I actually played the game the story doesn't seem to make much use of these opportunities. I guess I was expecting more hate from the inhabitants of the world below, the miasma to be a much bigger problem, something along those lines. The way the story goes is up to you though.

 

I also had a bit of a problem with the pacing of the game. I feel like everything goes a bit too fast and a bit more fleshing out would work well.

 

Graphics are definitely the highlight. I was honestly surprised (in a good way) when I saw the "dragon" graphic complete with moving fire.

 

Good luck with it all!

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Thank a lot for your interest: much appreciated, really  :)

 

The pace of the story may seem a bit too fast for some, yes, but I tend to prefer short and compact stories to tales which last too long and risk to lose their public halfway... Maybe I should work more on the setting/universe though.

 

Otherwise, and as of now, the project is more or less on hold: judging by the lack of feedback here and on other forums, as well as on RMN or on the diferent social networks, without even mentioning the flop it did on Greenlight, I believe there's not enough interest for me to keep on developping this project. Of course, it it gets more love in the near future, it will be different...

 

Thanks again for your support: take care!  :)

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