McTricky

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Sitting here waiting for the download link to come back up SO bad right now. xD
 

Genii Benedict

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Sitting here waiting for the download link to come back up SO bad right now. xD
<evillaugh>Muhahahahahaha! I have not only beaten the first zombie, but the next encounter as well!!! I sit, amused, by your lack of play ability!</evillaugh>

Seriously though, I'm hoping this gets fixed for you soon!

GB
 

Erilex

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The patch turns zombies into sitting ducks, since now their charge spell expires right after they use it, so they keep casting it over and over uselessly. At least they aren't merciless murder machines anymore, meaning the game is slightly more playable.
 

LouisCyphre

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Alright, I went and made one last update to the download. Zombies are altered, but still teach the same pattern.

Please let this be the last edit I have to make.
 

Necromus

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Just had time to get past the first Zombie fight before i had to go to work >_>

Looks really amazing so far, loving the portaits.
 

Chaos Avian

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Haha oh goodness, and you picked a SMT HARD game to be your first RPG after 20 years?!
Well, as long as you don't give us the equivalent to the "Demi- Fiend" *shudders* I guess we'll all be fine~ :p
 

Necromus

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I'm in "chapter" 3 right now and it really feels like playing a SMT game without the Press Turn system, really cool.

Tho i don't know if the current DL is still bugged, Guard against those Zombies still only negates 90% damage for the first turn, thus making a group of them probably harder than every boss on the first 2 dungeons XD

Quite nice ideas for boss mechanics, really some thought behind it, tho the bosses could actually be a bit stronger imo.

The addaption of SMT's soul system is also done really well, you can build pretty powerhouse chars with it.
 

Chaneque

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This game is awesome so far :D This game is so hard :') I feel so happy whenever I beat a boss, I just want to cry.
 

Necromus

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Purgatorio now and i gotta say, the game starts to be quite unfun from here.

Bosses are still somwhere from real pushovers to ok - you simply can't grasp that without checking the maker.

Normal fights are a real pain tho, they are either really really long and tyring or way too easy.

A group of Maggot's is pretty much insta reload (if it's a pit fight) since nothing you throw at them will damage them anymore, since they're fully buffed after the first round.

The combination of elemental weaknesses and strengths makes AoE attacks a pain, rather than something helpful and i started to miss a lot more, it just feels like a real pain overall.

That's not "hard", just tedious and sometimes simply plain unfair and impossible to best.

Oh and whoever came up with the Gatekeeper, that one is a real pain, simply because hes so unintuitive imo.

There is no information -aside from checking the maker- on why the things that happen, actually happen.

The idea is pretty cool, but when skills that are supposed to prevent what happens in that fight suddenly don't do anything, you might want to give a reason somewhere.

I mean, i have years of experience playing RPG's, also quite some SMT games, but some things in that game are just not intuitive enough to get to the player imo.
 
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Genii Benedict

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Ok, I have to ask. What is "SMT" as it's referred to as above? Is it "in the vein of Shin Megami Tensei" games? That's seriously the only thing I could find on the 'net.

GB
 

Apollo

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Do I spy wit ma little eye, something awesome? I think I do.
 

LouisCyphre

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The thing with the Gatekeeper is that I never told the player to check their "Status" command, so no one knows what his Sleep Aura does.

Each round, it will cause characters above 50% HP to fall asleep. In hindsight, making some sort of announcement of this ("Unharmed characters will fall asleep!") in the battle itself would have been the best approach. Lesson learned, either way: teaching the player is a step you can't ignore. Players only learn via trial and error or by announcement. Since, in the Gatekeeper fight, trial and error is punished (you can't escape) I have to announce the effect.

As for the Purgatorio enemies, have you been negating their buffs? Have you been adjusting your party to deal with the locals in each tier? Changing allies frequently was something I wanted to encourage.
 

Necromus

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Woah just thought what does he mean with status, you can actually check that before you commence, no i've never noticed that so far, tbh neither everything else besides commence ._.

Never needed that so far and it just didn't spark my interest. Those are nice features there but i don't think you ever mention these in the game yea.

If you know what the gatekeeper does, it's still a pretty hard fight, so highlighting that status command should definitely happen.

The problem in Purgatorio are not the normal fights, those are still ok.

Just IF you happen to slip in a pit, you might be instantly dead. A group of 6-10 enemies at once is a bit overkill.

In Purgatiorio, you need quite some earth elemental AoE damage, so i used Ethan and gave Will an earth attack. That doesn't really leave a lot room for debuffs anyways.

You can also just buff/debuff single enemies up to that point, while they always blast you with AoE buffs/debuffs, that also doesn't really feel right.

I just don't think buffing and debuffing should be part of normal battles, since that just tedious.

SMT has hard bossfights, not really hard normal battles, if thats your goal however, then yeah goal acchieved heh.

I think bosses should be the hard part, but they (some of them atleast) are easier than normal battles imo.

Like when starting Purgatorio, went a normal path first, got crushed badly.

Took another path, same thing.

Then last path, leading to Loki/Gaunt Imposer, and killed the boss easily, simply because he doesn't do that much damage and runs out of MP after a few turns, making it a punching bag.

I'm lvl 53 atm, don't know what your lvl should be when you face that boss, but even with my strongest hit's i couldn't prevent it from running out of MP, so you can't really kill it before it turns into a punching bag.

In comparision to that, just had a normal fight, 1 Kali, 2 Darkspawn Chief and each of those emnemies attacks twice per turn. That's either bugged or simply wrong, shouldn't happen.

They all buff them selfs, Kali uses Strenght Zone and 1 hit crits will down - if it wasn't for endure- everyone else dies in 1 hit. Stuff like that just keeps going on, you will get crushed.

So in short, yes i changed my party members, i changed my skills accordingly to the elemental weaknesses of mobs there and it still feels off sometimes.

Really i'm used to playing SMT and suddenly (especially if it's your first game), hey you build your main char physical only? Well eat phys immunity/repel!

Just normal fights shouldn't feel like that.

Oh and random notion, first boss with Lethal Toxin, i had the pleasure of all chars getting poisoned from the first attack, and yeah you know what happens ;)

I got the mechanic through that ofc, but come on, everyone instantly ...crunch >_>

Also found some clipping issue.

 
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LouisCyphre

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Kali and Darkspawn Chief both legitimately have 2 turns. There's a mook in the previous tier, Doomcaster, that has 3. You'll see a more multi-act enemies as the game goes on.
 

Chaneque

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This game is impossible :'( I'm only at the fire place, I've just made it.
 

Necromus

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Kali and Darkspawn Chief both legitimately have 2 turns. There's a mook in the previous tier, Doomcaster, that has 3. You'll see a more multi-act enemies as the game goes on.
Well that's cool for bosses, not so for normal enemies - my opinion- .

I like decently challenging games, randomly one shotting chars isn't much fun tho, for me it doesn't really feel right.
 
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