A little update after 2 years since the last one. Game is now v1.7 (just the no RTP version; not sure if anyone gets RTP-inclusive versions these days, but let me know if you'd like for me to upload v1.7 with RTP; it's just a bit too large of a file size to keep re-uploading).
Changes in v1.7:
- Increased ammo cost of 'Double Attack' and 'Twin Shot' skills from 4 to 8
- Shotgun Havoc now grants the two fire abilities that weaker shotguns do already
- In Harrowing Difficulty, non-boss enemies + Hurst boss received +20% more Def and Mdf
Also had to reupload the images on this thread since Photobucket seems to have derped itself lately ("thanks a lot" for your service, Photobucket). The images and links on my other game threads might still be inactive, but I'll try to get round to all of them eventually. Cheers.
Edit: Seems there might be a handful of things missing in the game folder (transferring all the data from the old PC last year must've done this).
For now I'd suggest to just stick with v1.6 at this link till we make sure we've replaced any missing files.
As per Nider's request, I've added a new difficulty level for more challenge. I've decided to put it into a separate version of the game just for the challenge seekers. This new difficulty level, "Custom Difficulty", has all the challenges of the Harrowing mode, plus you can also pick some new stat bonuses to give enemies and bosses, ranging from extra attack power, to more HP, more agility, and more evasion. May the Cosmic gods have mercy on your soul!
Thanks guys. Of course, feel free to post here if you have any questions or get stuck.
Don't have plans for another game in the series just yet, but I'll definitely have to make more at some point. I'm starting to miss this universe.
Summary: I just finished the game and I really liked it. Being a well made and free game of this length, I can recommend it to anyone who enjoys this kind of RPG. It's well worth a try, even if it's not perfect.
Review: Let's start of with some things that I liked. First thing would be the huge and colorful cast of characters that are introduced during the first half of the game. I liked how the creator managed to give them all enough room for dialogue throughout the story. That's not easy to do with this many characters.
Secondly there are some really nice cut scenes and well done eventing that makes the story "pop" and makes this feels like more than "just-another-RM-game" (of which I've played quite a few). Pushing robots on the hood of your stolen car? Sure. Dodging on-map laser fences? Yeah.
The story in itself is pretty good too, and pretty complex (in a good way). It's involving a big cast of enemies and NPC's, and as you progress there will be some twists and some unexpected things. But it's always very clear where you're supposed to go next since the story is very linear (I guess that could be considered a bad thing as well).
Lastly, one of the things I need to praise is the puzzles in this game. There are not a lot of them and they are not very difficult, but I still liked them and the game is certainly better with them in it. I actually liked them so much I'll probably use the basic ideas behind some of them in my own project!
Now to mention some things I think could be improved. First of all would be that the stats in the game (attack, intelligence, etc) were never really well explained (or maybe I missed it?). Of course some stats, such as attack, were pretty easy to figure out what they did. But even as the credits rolled I didn't know what skills (or weapons?) were affected by "intelligence" or "magic defense". Likewise, "Luck" were a mystery to me the entire game. I wouldn't complain too much about it unless there were (somewhat rare) permanent STAT-raising drugs in the game. Because I didn't know which character would benefit the most from some of those drugs, I felt a little bit confused at times and ended up just pumping everything into Maddock, the main character.
Another thing I didn't fancy were how the transfer events were set up between maps. Since you transfer to the first tile of the next map, if the passage were more than one tile wide you'd accidentally step on another transfer event and transfer back to the previous map if you moved in any direction except straight forward. I managed to do this 3-4 times during the entire game and it was a little irritating. But I would't call it a big deal.
I'm also a little disappointed in the lack of interactive objects. There are some, but they are few and far between. Sadly I think there are lots of missed opportunities for funny dialogue or world building. It happened more than once that I noticed something that I thought "If I inspect that thing something will happen!"... but most of the time, it didn't.
* You can walk on the wall (1 tile) under the red lamps in the automated furniture shop on Labos. In fact, you can walk on the wall under (almost) any red lamp in any of the automated furniture shops in other cities as well. Same goes for the blue lights on the walls of the government HQ you infiltrate before the car chase!
* When you enter the temple (inside the cavern on Abrelica) there is a sign which you'll scan. You can walk on that sign because it has no collision.
* On the space station Summus there is a corner piece of the guard rail that does not have collisions, so you can walk out into the parallax backdrop the scrolls underneath.
And then one more thing. It's not really a bug but it is something I still think could be fixed. When you encounter Jorgen being chased by elite troopers on Gaia, a bunch of troopers have just been killed in a cut scene before that. Those troopers are the only dead bodies in the game that does not have a message when you try to inspect them and I find that inconsistent. Also, if you run up to the left where the elite troopers going after Jorgen came from you can walk to the edge of the map and nothing happens. This is probably fine, but again, everywhere else in the game the main character usually says something like "This is not were we're supposed to go" etc. I think such a message should be there.
Thank you very much for playing and giving feedback, Parallax Panda. Really glad to hear you've had fun playing the game. You're right, it can be a bit rough around the edges (being one of my earlier projects and all).
The stats and the like can be read about on the computer consoles in Aelon's Lab at the start, though I probably didn't make it very obvious (oops). I can't remember if I added any inventory items where tutorials can be accessed from (I do this with my latter games, but not sure if I did for this one). But thanks for bringing this to my attention. Perhaps I'll put a marker on the objects where this can be read about in the next update.
Transfer events, that's something I had 1 or 2 people tell me about in my other projects. I usually prefer to make my transfer events instantaneous, so that it feels like a continuous movement, and having the player jump one tile extra in these instances feels awkward (I usually do the "teleport to the 1 tile further" when it's a fade through black kind of transfer). As of my current project which I am working on now, I've implemented a slightly new method with transfers. I now add a conditional branch for where player is facing, so in case if you move to another transfer tile, it won't trigger since you'd be facing sideways rather than facing it head on.
Thanks for notifying me on those passability bugs. I'll note them down and fix them in the next update.
Hope you enjoy the 2nd game too. It takes place several years later and has some new characters mixed with the old.
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
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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