gundambison

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I'm finish the review and added suggestion in there. I hope next version will fix my bug list. I hope my balancing problem (I copy paste from above) can help you balancing the game economy. Is not rocket science but is need few adjustment
* edited wrong placement unlike above
there is level on you map.. which is good to show where we should go, but there is problem!! you enemy are to much HP
JXbSxuYSU5.jpg
my strat and this still newbie

236207-0433e98bfb04ee8ff260a0fad4005419.jpg

the enemy
index.php


index.php


if this on level 4 like I'm done previous review. I should say.. is fine.. but this is level 1.. It should be less hp or less enemy on counter. Lets say there is high hp like this, but showing only 3 or less is fine.
if like this, you are punishing player(?) for what? if I'm follow all step on the dorm .. I should gain something in return like.. free armor, item etc.. But I found only word?
and the critical???

index.php

are sure about this

drop from enemy is like this (i'm countering 4 times)

index.php

when it sell. is less than 200.. while equip/item I must buy worth more.. btw.. I mean if I'm sell all (exclude paper)
* (5x5) + (4x5) + (4x10) + (4x10) = 25 + 20 + 40 + 40 = 125!!
while the item cost are

index.php

--- the effect--
lets discuss with this

index.php


index.php

we have 2 potion type... one with 10% and another with 25%
since this is the first.. I'm suggesting taking 25% and when we gain more hp.. using 10% is okay..
the problem is, this is not balancing.. since your weak enemy give damage 100++ and sometime 200!! while your HP is 1000 .. it mean when you using cheap item.. You need to use it.. Since your fight more enemy (same size as you).. you can use 1 healer to all player easily.. I tried to heal my team.. and the heal is same as enemy damage (?!?)


index.php

damage

index.php

heal

index.php

dont forget the critical!!!

index.php

ouch the boss attack skill(!)
the equip should be have different price. Your price use 1 price from sword to staff.. even glove! while the item price is near to your equipment price.. it should be less more!?
Every RPG have same problem related to economy balancing and enemy balancing. Just remember, we are still learning like how RPG show up in the first time.
I'm asking about DnD player number on 1 group..
The normal number of players in a D&D game can vary, but the recommended number is usually four to six players. This number strikes a balance between having enough players to form a diverse and dynamic group, while also allowing each player to have sufficient time in the spotlight during gameplay.

Of course, some groups prefer to play with fewer or more players depending on their preferences and play style. A smaller group of two or three players can allow for more personal and intimate storytelling, while a larger group of seven or eight players can create a more epic and action-packed adventure.
related to your game.. Is nice to have more than 4 player at one.. because it can make epic story telling.. which is need more than 10 hours playing
* is normal
but as I see... this game need more than 5!! when playing on intense dungeon. As I see, this is kinda problematic.. Because more player mean more budget to spend (include with time) And since the first game, you are encourage to have 5 player on team.. but did not directly state that it needed more than 5 people or more group (inside have 5 people ).

not having teleport (item or skill?) on this game.. make more harder, because when you got caught at center dungeon where you far from your start point and the enemy seem harder (or worst). You will need to restart from your last save. Saving on spot is not good advice too. since I'm always save at wrong time and wrong moment!!
*saving in the save spot and suddenly monster show up from my back
itemBox4Enemy.jpg
this is taken from first dungeon said level 1! it supposed easy to open.. and about this not mention during first tutorial. Better added it, or your player must face something hard during play this
Thank you for give us the demo. Hope the game will improve
 

LordOfPotatos

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Update 0.6:

-a new dungeon, "Northern Fort Helga", has been added. acessible to the north from Ironcave Town.
-A new town, "Mist Maid Port", has been added. To the east from Moonrise School.
-11 hunts have been added, sprinkled around towns/dungeons that needed them.
-A lot of enemies now have properly differentiated stats and elemental affinities.

The next updates will probably be the remaining dungeons and towns in the starting continent, I need to do them before adding more story content. Hopefully in a week!
 
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Raizen

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google says it's an issue with your PC's app data.

it seems to be harmless and not related to the game itself, so IDK if I can even do anything about that :/
Actually I think you can, check if you are distributing the game through a nw with dev tools. This problem usually happens when the nw.js tries to access the user's profile(when he has node installed on his PC), and it will usually only do it when it has the dev tools imbued on it.

If you switch the NW.js to one without the dev tools, the error should go away for whoever has a newer version of node.js installed on his PC :)

This is mostly why MV had 2 nw folders, one for the testing and another for distribution.

But yes, it is harmless, it only means that user has a more recent node.js version compared to nw :D
 

gundambison

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Update 0.6:

-a new dungeon, "Northern Fort Helga", has been added. acessible to the north from Ironcave Town.
-A new town, "Mist Maid Port", has been added. To the east from Moonrise School.
-11 hunts have been added, sprinkled around towns/dungeons that needed them.
-A lot of enemies now have properly differentiated stats and elemental affinities.

You can get it for free Here!

The next updates will probably be the remaining dungeons and towns in the starting continent, I need to do them before adding more story content. Hopefully in a week!
thx..
But I'm not sure to review it soon as posible. About my request on economy balance.. Is posible add those (and other) to your next update(?)

Actually I think you can, check if you are distributing the game through a nw with dev tools. This problem usually happens when the nw.js tries to access the user's profile(when he has node installed on his PC), and it will usually only do it when it has the dev tools imbued on it.

If you switch the NW.js to one without the dev tools, the error should go away for whoever has a newer version of node.js installed on his PC :)

This is mostly why MV had 2 nw folders, one for the testing and another for distribution.

But yes, it is harmless, it only means that user has a more recent node.js version compared to nw :D
Actually I were learn java related program. Since this is not major issue, i will try ignore it.
*And I'm not using nodejs ATM
 

LordOfPotatos

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thx..
But I'm not sure to review it soon as posible. About my request on economy balance.. Is posible add those (and other) to your next update(?)
I'm looking into the economy, yes.

I'm not sure about enemy balance though. the pic of the massive damage crit is hilarious but it's also the result of a lot of things aligning just right:

-the plant enemy has higher strength than average
-the skill it used is a high power attack that also delays the user
-the character's race (strig) has reduced physical defense
-the character's class (marksman) also has reduced physical defense
-the attack critted

the game is designed around stacking and exploiting beneficial factors, and things like that can happen when an enemy gets a lucky hit on a frail character.

by that same logic, that plant enemy can be oneshotted at level 1 by a wizard's Fire 1 spell with a little help.

thanks for the feedback!
 

gundambison

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my suggestion is decrease the enemy quantity. Since I kinda hard to face a lot enemy.. Fyi I use 5 character and the enemy should have max 3 on lv 1 dungeon. With decrease enemy, player can learn fast how to give proper damage. and building the group
 

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Update 0.7:

-the gold value of most consumable items has been decreased by around 25-30%.
-the gold value of Seals (which upgrade gear stats) has been reduced from 200 to 100.
-the gold value of Crests (which add effects to gear) has been reduced from 500 to 100.
-the standard gold value of equipment has been reduced from 500 to 200.
-Initial gold has been reduced from 5000 to 2000. relative to the new prices the starting amount is worth slightly less than before, but getting more items/gear after that is considerably faster.
-a new dungeon, "Nightfall Woods", is now accessible. To the east from Southern Fort Leonne.

Not much until the whole starting continent is playable!

Next update (hopefully) in a week.
 
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LordOfPotatos

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Update 0.8:

-Dusk College is now accessible, to the west from the Old Brume Tower (or Blind Valley). The bosses needed to clear the way, however, don't spawn until the "-Urgent Request-" mission is completed.
-When reaching the new school, 4 more character races and 6 more classes are unlocked.

That's all for now. In the process of switching my OS I unfortunately assumed I had already backed up the templates I use for the character art (because there's no way that's the only folder in my PC that I forgot, right?), so I'm currently replicating them and that suuucks.

With that said, the next update will probably include the last remaining school in the starting continent (with it's corresponting 4 races and 6 classes).
If I can get the art done that is :/
 
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LordOfPotatos

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Update 0.9:

-Anvil Academy is now accessible, to the north from Crestfallen Lake. The bosses needed to clear the way, however, don't spawn until the "-Urgent Request-" mission is completed.
-When reaching the new school, 4 more character races and 6 more classes are unlocked.

Alright, the template issue is now resolved and all 4 schools in the starting continent are working!
Now I can get into story content, and start working on the last 3 dungeons left in the continent.

next update hopefully in a week!
 
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gundambison

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This month is a bit tiring because I have a project that I have to work on. I remember promising a number/price setting on the equipment of a game character. In other words advise on the economy matters
currently the laptop that I'm using is undergoing repairs, so I can't provide the latest input yet. I will use the last version (0.9).
4 more character races and 6 more classes are unlocked.
can you spoiler, how much time normally player can reach the new school?

if possible, on next update.. You share also your save game to tested..

Perhaps on 1-2 week, I will tried my best to review again..

have good day

---- after this line I will give my review ---
 
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LordOfPotatos

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Update 0.10:

-The Testing Tools item is now given when entering the dorm at Dawn Academy (it's added to the inventory every time you enter the dorn without one). For now, It lets you level up, level down, get resources, unlock things and skip certain story events to spawn path blocking bosses. Beware decision paralysis, as there are 20 races and 26 classes to play with after unlocking everything in this continent.
-The Elementalist Class now learns abilities as normal. Periods and Commas look alike at 1 AM.
-A new dungeon, "Skytree of Passing", has been added. To the south from Nightfall Woods.
-Another new dungeon, "Den of Echoes", has been added. To the north from Dusk College.
-EXP rewards from battles are now calculated correctly. for parties of 5 members or less there are no changes, but adding more members now correctly splits the EXP between everyone.
-Bosses and (most) hunt marks have had their stats reduced considerably, now those fights don't spike nearly as hard. The EXP they give out is scaled down accordingly, but now they can be reasonably beaten before overlevel penalties apply.

Just 2 dungeons left before everything in the starting continent is playable, and I've already started the quests in the second school.
Next update in a week.
 
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LordOfPotatos

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Update 0.11:

-A new dungeon, "Smelter Cave", is now accessible. To the north from Anvil Institute.
-The mission "Broken Seal in the Sky" is now accessible at Moonrise School.

And now every (mandatory) dungeon in the continent is playable. So main quest development is full speed ahead!

Next update most likely in a week.
 
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LordOfPotatos

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Update 0.12:

-the exp distribution of the game has been tweaked. skipping over the sweaty math involved, the rate at which characters level up while at the dungeon's appropiate level is unchanged, but said appropiate levels are now lower. so the game in general is slightly harder.

-a bunch of issues related to missions are fixed, as well as other various things like road event custom prices.

-new games actually start where they should now, I forgot to switch it back while testing last update lol

I caught something awful this week, so this one is mostly math and fixes. then again the game really needed some more testing and fixing so maybe it was for the best :/

next update in a week, hopefully with actual new stuff.
 
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LordOfPotatos

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Update 0.13:

-The main quest "Broken Seal in the Den" is now accessible at Dusk College.

-The rewards obtained from elite red enemies now only trigger as long as the party's average level is not 3 levels above the dungeon's recommended.

Next update will most likely include the third main quest for the last school in the continent, and I'd like to update some specific systems too...

Hopefully next week!
 
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gundambison

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sory.. I'm reinstall my laptop. and tried to rebuild again from scratch ..
give me time to review it again.. Thank you for your hard work until now..

seing update on 0.12
i prefer you next update should be 1.0 since there are major update
-the exp distribution of the game has been tweaked. skipping over the sweaty math involved, the rate at which characters level up while at the dungeon's appropiate level is unchanged, but said appropiate levels are now lower. so the game in general is slightly harder.
ups.. tried put on my twitch.. but ended live only and deleted after stream..
I should request permission to play it on stream.. If you allowed(?)
 
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LordOfPotatos

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Update 0.14:

-The main quest "Broken Seal in the Caves" is now accessible at Anvil Institute.

-The dungeon level progression has been reworked. Now there are (usually) 2 dungeons of each level instead of every dungeon being higher than the last. You can pick either to level and travel.

Due to this the levels of dungeons are lower in general (the last dungeon in the continent is down to 28 from 43), but EXP scaling should prevent you from accidentally overlevelling even if you explore both options.
All enemies are adjusted accordingly. That was a lot of numbers.

This is probably the last levelling modification I'll make, I like the options in this new system way better and the levels the continent ends at are much better for the long term.

Also my sanity can't take another rework lol

Next update hopefully in a week. Probably with the last main quest in the first continent.
 
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LordOfPotatos

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Update 0.15:


-The equation that calculates the exp needed to level up is fixed from last update so you can actually level up. parenthesees, am I right?
-Boss monster body parts now play an animation on themselves when taking action, which makes it easier (or in some cases actually possible) to know what bodypart does what.
-Multi target abilities that hit a single target for whatever reason now play an animation to show that they're doing more damage (which has always been a mechanic).
-Boss enemies now have slightly more resistance to negative status effects. everything still works, but is less consistent if you don't invest in dexterity. wohoo balance.
-The main quest "Across the Ocean" is now accessible at Dawn Academy, after all the Broken Seal quests are done (the testing tools item can do that instantly BTW). You can sail to the southern continent, but only the port is done for now.

you can get it for free here!

The main quests in the starting continent are pretty much done, for now I'll add some sidequests to the existing locations and work on the next cople dungeons.
Next update in a week. Probably.
 

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