Recent content by JayStG

  1. Idea: Rare rewards based on how much the player over-damages enemies.

    Both the OP’s idea and this inverse of it are a lot like overkill’s and exact kills in I Am Setsuna. The drops in that game are dependent on what kill type you land the final blow with (the game has element based kill types in addition to over/exact kills).
  2. Party Size Considerations

    Could you have points in the game where the party is a single player? And a larger party at other points.
  3. Game & Map Screenshots 11

    Alteratively, you could break up the larger sections of trees with unreachable clearings inside them.
  4. Game Balancing

    I stumbled across this article not too long ago. https://gamedevelopment.tutsplus.com/articles/balancing-turn-based-rpgs-the-big-picture--gamedev-8286

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A part of me wants to return back to the beginning and first two chapters and remake them with parallax map. But I have decided not to. Every chapter is just another step in the journey. No need to walk back unless I have to revise dialouge.
Hey guys! Good news!
I just released the Games from Brazil - Part 2 on my Youtube Channel! I am really happy that part 1 had 100 views and I hope more people will be interested to see the potencial of Brazilian Game Devs!
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