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Nyuuchan353

Astral Sea: The Red String of Fate -Demo v.0.2.0 Available-

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Updates:
 

  • - While I'm not done with the v0.2.0 update, it is ready for playtesting again, thus the release of Version 0.1.5.
  • - Maps are redone and touched up with music! I have used a couple of tracks from Eric Matyas and some community resource packs. Credit goes to them for the use of their music as a placeholder for when the permanent music gets added.
  • - Intro story for the male main protagonist is about 75% complete, with some minor additions to the intro sequence, and some stuff past where the v.0.1.5 ends (to complete the story's demo portion).
  • - Debug Item given to the player for further allowance of testing enemy troops, items, etc.

 

Feature Changes:

  • - None.

 

Other Remarks:

  • - None.

As always, feedback is appreciated! Look forward to seeing what you guys think of the game!

Edited by Nyuuchan353

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Nyuuchan353, your game still needs to have a minimum of three in-game screenshots or I'll have to unapprove it.

You also need to add the credits of this placeholder music you are now using. It doesn't matter that they are intended to be temporary, you are still distributing a build containing them. Please be sure to credit them in the form they request in their terms of use.

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Nyuuchan353, your game still needs to have a minimum of three in-game screenshots or I'll have to unapprove it.

You also need to add the credits of this placeholder music you are now using. It doesn't matter that they are intended to be temporary, you are still distributing a build containing them. Please be sure to credit them in the form they request in their terms of use.

 

Done.

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Hey Nyuu~

I tried the demo. Here's my feedback:
+ This is purely aesthetic, but maybe change your sound effects from the default
+ I talked to this guy about living on a new planet being awesome on the first map and he disappeared
+ After I optimized my equiptment I had like.. no HP or MP because of the increase. Maybe put a healing point nearby. I used most of my items to recover.
+ I love the music! Who made it?
+ The enemies... omg.. the numbers on HP/Attacks are so massive... I'm not really used to it. Not being a numbers person I almost felt overwhelmed. I could see this as a design choice, any particular reasons?
+ Again, in my third fight... I died. I didn't even want to restart for now. I will later on and let you know, but you should balance battles better....

 

Edit: I also saw you were looking for a mapper. If you check out my game's page, there's some examples of my mapping, I might be willing to help out a bit. ^_^

Edited by Aya_Vectra
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Hey Nyuu~

I tried the demo. Here's my feedback:

+ This is purely aesthetic, but maybe change your sound effects from the default

+ I talked to this guy about living on a new planet being awesome on the first map and he disappeared

+ After I optimized my equiptment I had like.. no HP or MP because of the increase. Maybe put a healing point nearby. I used most of my items to recover.

+ I love the music! Who made it?

+ The enemies... omg.. the numbers on HP/Attacks are so massive... I'm not really used to it. Not being a numbers person I almost felt overwhelmed. I could see this as a design choice, any particular reasons?

+ Again, in my third fight... I died. I didn't even want to restart for now. I will later on and let you know, but you should balance battles better....

 

Edit: I also saw you were looking for a mapper. If you check out my game's page, there's some examples of my mapping, I might be willing to help out a bit. ^_^

 

Healing points are the beds in the same place you got the items from (infirmary tent). Guess I need to make them more obvious to the player if you failed to come across them, lol.

I'll edit the person you mentioned to not vanish after talking to him. Thanks for letting me know what I glossed over.

It is indeed a design choice. You're in a fairly high level area (as if you were in the later parts of the game). Your equipment's power is set to match (you start from scratch after the opening sequence). It's purely for story purposes to have enemies that strong. A couple good whacks with a skill or two will wipe out most enemies. They give no XP, so you're also free to run ^_^.

Most of the music is by Eric Matyas. He's on the site and does the music resource topic.

Edited by Nyuuchan353

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IMPORTANT UPDATE

  • Laptop is down atm. Not sure if data can be salvaged at present, so if data cannot, v0.2.0 will be delayed significantly as I try to get stuff back up and running. Worst case is a new hard drive, and starting from scratch. Best case is data being salvaged, and also getting a new hard drive.

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Please do not doublepost ina 72 hour period, use the edit button instead.

 

Sucks to hear. Everyone learns to backup the hard way though.

If you're running the Steam version you might get lucky with the cloud.

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Updates:

  • - The release of Version 0.1.5. will stand for a while while I recover data.
  • - The release of Version 0.2.0 will be delayed until at least September 30th. I will be going out of town mid-August for about a week and won't really have access to my laptop in that time frame.

 

Feature Changes:

  • - None.

 

Other Remarks:

  • - None.
Edited by Nyuuchan353

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Updates:

  • - Version 0.2.0 has released ahead of schedule, since I was able to recover data from the cloud storage on steam.
  • - Version 0.3.0 will be released around September 30th, with more to the demo (story-wise), and refinements to the dialogue/maps.

 

Feature Changes:

  • - None.

 

Other Remarks:

  • - Acquired new tilesets. Used them on the expanded opening.

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Updates:

  • - Demo versions will be released twice a month from here on out, starting with ver.0.3.0. OP will be updated to notify when the next versions are scheduled for release, along with the version number. This structure should give people enough time to download and play the new demo version.
  • - Next Demo version (v0.3.0) will be scheduled for Aug. 30th, instead of Sept. 30th.

Feature Changes:

  • - Autodash and System Options have been added from another Yanfly script. you can now adjust some options like Music, Sound Effects, and toggle Autodash on and off.

 

Other Remarks:

  • - Added Yanfly's System Options Script. Takes care of the large map size issue by enabling Autodash by default.
Edited by Nyuuchan353

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Feedback is welcome now, as the next version won't be out for about a month.

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Just a little update to show you guys I'm still working on the title.

 

Adjusting stats for monsters. Have had a few people say that the ruins are a bit too hard, so I am toning down stats for the monsters. Running from battles is possible as an alternative for the time being.

 

If anyone else has any feedback, please let me know.

 

The interim version is on steam workshop if anyone wants the most current version of V.0.2.0 to playtest.

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Updates:

  • - Modified OP and SP character rosters. Main character list is more or less final now.
  • - The main character you select (Ashton/Nida) can now have any of the available classes. Party members will have set class/skill-sets.

Feature Changes:

  • - None.

 

Other Remarks:

  • - Story is being developed, and everything is on track for the Aug. 31st release date for v.0.3.0.

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I'm just gonna say one thing and you have to acknowledge this : You've got some impressive mapping skills.

Oh do I? Lol. Thanks.

Edited by Nyuuchan353

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Update:

 

Taking some time off of this project as Indie in a Week 5 approaches. Going to use this time to further the story.

 

In lieu of a DL link, you can find the game on Steam Workshop if you wish to do some playtesting. Any questions or suggestions should be sent to me via PM.

 

Will resume updating the DL links for 0.3.0 or 0.4.0 by Sept. 30.

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Astral Sea's demo development is going on hiatus for a while, pending some other things. I will announce when development will resume.

 

Sincerely,

Nyuu

Edited by Nyuuchan353

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