Thank you for the feedback, man. Glad to hear you've enjoyed the game. Yeah, my mapping back then wasn't all that good (at least compared to how it's now). Just for the consideration for future games, what sort of battle system would you say would be better? Do you mean more in terms of it being side view that would make it better, or perhaps for it to use ATB instead of turn-based combat, or maybe something else?
I just recently started playing your game, but I noticed in the first area I am able to walk through the chair. I do not know if you intended people to be able to do this, but I find it a bit strange.
I may be strange but I prefer turn based combat to ATB so I wouldn't change that . I'll let you know if I run into any problems in the future.
Thank you, Sopherian. Glad you're enjoying the game. I haven't updated it in a long time, but I might release an update some time soon. I'll wait in case you find any more bugs or issues that need to be fixed.
Thank you for your response. I think I am currently stuck in the game most likely due to my poor puzzle solving skills .
I've tried flipping all the switches up and down but I can't seem to get a bridge to the next area. Am I supposed to hit them in a certain order?
I would also like to give some comments from what I have played so far.
Pros-
Being able to save anywhere
The healing crystals (they make the game less difficult)
Story- I like playing as the bad guys
Possible improvements-
Critical hits/Weakness- I am not sure if you have implemented this, but I have yet to see a message saying that I've had a critical hit or found a weakness. I think that is always a nice feature to have.
Status Ailments- It would be nice to be able to hover above the enemy and see what status ailments I've inflicted on an enemy, because sometimes I waste turns inflicting status ailments only to realize I've already used that ailment.
Barrels- This is perhaps only a personal preference, but it would be nice if there were items inside your barrels occasionally. You use so many of them, so I find myself walking up to them all the time only to find that they are empty .
Also once you enter a town and go into one of those "rooms", it seems you are unable to go back to the town until you finish the room. It would be nice if you could go back to town in case you made a mistake and really need to stock up on items.
I might need to go back and fully playtest the game at some point to see why the status and critical pop-ups aren't showing.
In regard to being able to return from dungeons back to town, I do see what you mean. I could enable that for the earlier dungeons. I think it'd be nice if the players can return and restock on supplies. The ones later on I might not be able to do though due to story-related reasons (you'll see what I mean when you reach them).
As for the puzzle, it's pretty much a matter of one switch actually. You see the wall that has two switches right next to each other? The one on the right should be pulled down. Instead walk along the bottom two sections and get to the switch in the middle. When you pull that switch up now, the bridge to the next section should appear (if you already had it pulled up, then simply pull it down and then up again and it should work). Hopefully this helps.
I'm gonna start playing this one tomorrow (or in the next couple of days) Matseb, looks pretty good, I like the story and I really love the feature that you can play as the villains.
Expect another one of my usual large ass posts soon...ahahahah
Thanks Dalph. I hope you enjoy it. It probably won't be quite on the same level as Incitement 2, but it should be fun in its own way.
Sopherian: No problem. I think my explanation above was a bit confusing. Here, I've labelled each switch from the screenshot above with a number:
Firstly, make sure all the switches are pressed down so that you can start from the beginning again. At this point all the bridges apart from the one you came through should be gone. The first switch to press is 1. Ignore switch number 2 (it's there to mislead the player). Switch number 1 opens a bridge down. Now you can press switch 3. This should open a bridge right and you can press switch 4. This opens a bridge up. Now when you press switch 5, it should open a bridge to the right. Hopefully this helps.
Shaking my head... At this point I should be able to recognize a Matseb game when I see / play one.
There's definitely a style in your story writing and game play that carries over from one game to another, and since I've enjoyed all of your games so far that's a good thing. I wasn't sure about this one at first (the mapping isn't quite as great as what I've seen in your more recent titles), but the story and game play are just as well detailed as the other games I've played from you. What's nice is this one plays out much more like an RTP-designed game to help showcase Ace's capabilities, although I don't know if that was the actual intent or not.
I'm also liking the concept here of a game dealing with dead souls trying to break out of their version of hell.
Thanks for the positive words, Amerk. Yeah, this was one of my first Ace games (certainly the first one that wasn't just me messing around with the engine). I am glad to hear it's holding up more or less. If I was to make this game now, a lot of things would be different, but I guess back then it was a reasonable learning step.
Let me know if you get stuck on any part. I know one or two puzzles in there are a tad hard and one of the late game bosses can also be quite unfair.
Yeah, I've already jotted down your earlier mention of the switch puzzle so I have it for reference. I've only just gotten through the crystal to the next underworld, but hopefully can get to playing it again this weekend.
Edit: Okay, so in Atenus, where you confront the Demon Warlock a second time and run away, once you've saved Wormos from the death-like creature, if you return to Atenus, it shows the Demon Warlock and his henchmen running again. If you try to go around him through the path above, you get stuck and can't go back. I didn't bother to see if I'd have to go through and fight the death creature again or not, for fear if I saved it I'd not be able to play any further, so I just reset and avoided going back to Atenus when I was done with it.
Hi. I am in the Cinis Sector with Celina in the party. She has met with her Past Celine and has approached iron gates but nothing happens. How do I open the next gates please.
I have the main character and Celine in party only.
Hi there. I'll just copy the response I sent to her in the PM then:
To open the gates, you have to navigate the past Seline to a sort of square on the right-hand side. She mimics your moves exactly. So if you walk right, she will walk right, and so on. She will also keep walking even if you keep walking into a wall, so it shouldn't be too hard to navigate her movement.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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