Crystal Fate

Chester

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DOWNLOAD
https://www.dropbox.com/s/h9teridbtdlldv2/Crystal%20Fate%20PROv1.1.exe?dl=0
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PATCHES
V1.1
  • Chester
  1. ​Increased flat healing from Healing Essence by 10.
  2. Increased the chance of removing status buffs from Mark of Negation by 10%.
  • ​Final Boss
  1. ​Slightly decreased outgoing damage and defenses.
  2. Removed a Magic cast after casting Nightmare.
  • Optional Boss 2
  1. ​Slightly decreased outgoing damage and defenses.
  2. Removed a Magic cast after casting Nightmare.
  • Gameplay
  1. Decreased the amount of healing caused by HP Regen by 2%
  2. Decreased the chance of removing status buffs from Mark of True Negation by 15%.
 
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Mysticphoenix

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I think this is a fine-grained work. Because the artworks are awesome. And the story is interesting!


The file is a little large -_- but I'll download anyway. I'll go buy some snack.
 
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Vox Novus

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Hey Chester, don't know if you read my review or not but I'll sum it up here.

There's a lot done well in this game, a lot of nice visuals and the battle hud pops and really stands out; other than some minor errors mapping is really spot on to. Music and everything fit in place and story wise while I thought it generic initially it got interesting as the game went on.

Where this game failed for me was the battles, I found them just too easy. Sometimes I would wipe enemies out with one cast of a spell and other times I'd take zero damage. Bosses felt much better in terms of appropriate difficulty although I would have liked to see more strategy involved. There are a lot of skills in this game, too many in fact; most of them I never used because they simply weren't necessary, I suggest in future games or versions of this one trimming down on skills the player doesn't really need or make your battles take advantage of those other skills.

Here's a few other things I think worth fixing:

-Equipment is a little easy to come by; I think that's part of why I took so little damage at times because I had good equipment early. Maybe raise prices on gear and potentially offer or let the player find some in-between equipment.

-While I disliked that the hud covered up your enemies during action selection that can be more of an opinion on taste, what should be fixed is that in a few spots enemies health bars are covered up by the bottom section of the screen.

-I greatly disliked the ending I got to your game; everything was made okay by love and friendship. My issue wasn't with everything being made okay by love and friendship; heck I was a fan of Yugioh and that was chock full of love and friendship. My issue is that you don't really try and explain why that actually solved anything so I'm left confused by what actually happened to conclude what was otherwise an interesting story. I know you have other endings to your game but each ending should be strong on its own.

-A few skills don't seem to work at all (I listed them on my review on your games page).

-The battles where chester is alone, the player can get inflicted with sleep or confuse and has no way to prevent or heal it (because chester is alone). This is badly designed its frustrating to get effected by states like that and not be able to do a single thing about it other than to watch your character get hit.

Anyway I know I seem critical of your game but again there was a lot done here well and I think some polishing up could be done to fix the issues with it. I'm pretty critical of a rpgs battle mechanics and such and felt that this game needed improvement in that regard. Over all though I will say nice job the game definitely stands out compared to some other rpg entries in the contest. I'd like to see more from you as a developer.

-I asked Jtrev23 on dev fort to review your game to see another opinion on it: here's the review if you'd like to read it and haven't seen it yet.

http://jtrev23reviews.blogspot.com/2015/09/crystal-fate.html
 
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Chester

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Thank you for your review Vox Novus, I have read and watched everything on my IGMC page. I have made adjustments to this game to suit players who are familiar with RPGs. If you are interested, I will tell you the reasons behind my game.

The IGMC version of this game has been modified to fit the needs of players who are not familiar with RPGs. During testing, non-RPG players complained about the difficulty of the game while RPG players found it to just right although their concerns were with players who were not familiar with RPGs and advised me to lower the difficulty. I took their advice into consideration and I wanted my game/story to be available to both types of players and not just RPG players. This version of the game is the "real" version. I have fixed issues that have been brought up such as bugs and grammar in this version.
 
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Vox Novus

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I guess I can sort of understand your reasoning and appealing to a larger audience is always good, although I would always say an rpg should be designed to appeal to rpg players. You wouldn't make a steak house and then try to appeal to vegetarians would you?

Maybe' I'll check this out again later and go for another ending; I did enjoy how the story takes a little twist as it gets going.
 

Kokoro Hane

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Started playing it---I am lovin' it, especially the choice in music and the really fun battle system!

I went through the first crystal, and am having trouble getting to the switch behind the door though. I looked around everywhere, so obviously I am missing something. 
 

Chester

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Started playing it---I am lovin' it, especially the choice in music and the really fun battle system!

I went through the first crystal, and am having trouble getting to the switch behind the door though. I looked around everywhere, so obviously I am missing something. 
Hello Kokoro, I'm glad you liked it. Here's a hint (Spoilers):

In the first map of the Cave, check the top left of the map.
 

Kokoro Hane

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Hello Kokoro, I'm glad you liked it. Here's a hint (Spoilers):

In the first map of the Cave, check the top left of the map.
Ah thanks, but I actually finally figured it out when I played again xD

I'm in the 4th time frame now, it is really getting interesting! I also really love Chester~
 

Chester

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I would love to see your walkthrough of my game!
 

Chester

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Updated the game to v1.1 please read the patch notes!
 

Wavelength

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Haven't played this (it looks quite good - hope you do well in the IGMC!), but just wanted to note that I had the same kind of dilemma you did regarding difficulty.  I figure the judges, who have to run through hundreds of games apiece, are probably not going to appreciate getting a Game Over and having to do some part of a game twice or more - so I erred on the easy side and adjusted all enemy stats downward at the last minute so that even weak players were unlikely to ever see a Game Over.

The feedback I got from players ranged between "difficulty is about right - felt challenged but never got game overs" to "too easy - battles were interesting but not challenging enough", so I felt good because I could assume the judges wouldn't become frustrated.  Now that the game will be played by players who have more than 1 hour to devote to the game (not to mention will have more patience and more desire for challenge than a judge who has been asked to blaze through 300 games in two months), I feel comfortable adding some of that difficulty back in for future versions and requiring strong play to avoid game overs.

So I think you made the right move for sure by targeting the challenge level to "non-RPG gamers" in the IGMC, but don't be afraid to notch the difficulty back up now that the "judged" build is already in.  Just don't turn it up too high that it endangers progression, since it sounds like a lot of people are saying your main engagement aesthetic is the narrative.
 
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Grimoire LD

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This was a very promising piece of work. You used a ton of custom art, the maps were neat and varied, and it was a decent plot. Overall I have to say the presentation was top notch, you used Scripts to a great effectiveness, the custom menus and art style worked fantastically well but I think the real gem of it all was those Battlers. Those were some truly inspired foes and I wouldn't have been surprised had they come out of a Shin Megami Tensei game with all the work put into them! The battle system was nice enough, but as others have mentioned it was a bit too easy. Due to the nature of the game the Dominion skillset went basically unused and every foe in the final area, even the final boss is weak to Holy.

It was also very short and when you get down to the core of it, it doesn't really make much sense. The entire time I was expecting Debra to be the one pulling the strings, due to her setting the plot in motion and the odd meeting with her in the past...

Though now that I think on it, did I miss something? I saw both endings (found the second one to be much better) but that last crystal never lights up with a destination. 

Overall a simple game, great artwork, had some balancing issues and was a bit too easy but I appreciated the variety in locations and enemies.
 

Chester

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This was a very promising piece of work. You used a ton of custom art, the maps were neat and varied, and it was a decent plot. Overall I have to say the presentation was top notch, you used Scripts to a great effectiveness, the custom menus and art style worked fantastically well but I think the real gem of it all was those Battlers. Those were some truly inspired foes and I wouldn't have been surprised had they come out of a Shin Megami Tensei game with all the work put into them! The battle system was nice enough, but as others have mentioned it was a bit too easy. Due to the nature of the game the Dominion skillset went basically unused and every foe in the final area, even the final boss is weak to Holy.

It was also very short and when you get down to the core of it, it doesn't really make much sense. The entire time I was expecting Debra to be the one pulling the strings, due to her setting the plot in motion and the odd meeting with her in the past...

Though now that I think on it, did I miss something? I saw both endings (found the second one to be much better) but that last crystal never lights up with a destination. 

Overall a simple game, great artwork, had some balancing issues and was a bit too easy but I appreciated the variety in locations and enemies.
The story will make more sense once you enter the realm of Optional Boss 2

You never fought the optional Bosses and there are 3 endings. Here is a SPOILER caution this is a spoiler to how to unlock them.

Bad Ending: Use the Dominion Skills that allows you to summon the Demons of Sin, 15 times against any monster.

Optional Boss 1: Interact with the Empty Crystal.

Optional Boss 2: Read all pages of Rachel's Diary and then go to sleep.
 
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Grimoire LD

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Would not have guessed that! Sort of silly I never thought to just walk over to it. I'll try those out over the next couple of days (since I saved after reaching the final threshold I'll need to start a new game), thanks for the methods!
 
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Chester

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I also forgot to add that...

If you defeat the optional boss 2, you cannot unlock the Bad Ending.
 

Chester

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I forgot to mention that if you defeat the two optional bosses...watch after the credits.
 

Pumamori

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This looks pretty damn sweet. Probably going to give it a go soon, about that issue with difficulty - I feel ya. The demo for Astralon had similar issues, but I decided to stay at a hard difficulty, giving enough options to "make it" easier for players that were frustrated or not familiar with the genre. 

Anyway, I'll let you know what I think once I actually got around playing it! 
 

Hollow 1977

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I played through both endings but missed the bad one. Never found the optional bosses but would have to go through again cause I saved it just before final boss meaning I can't go back. Still an awesome game.
 

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