- Joined
- May 5, 2020
- Messages
- 167
- Reaction score
- 64
- First Language
- French
- Primarily Uses
- RMMV
Hello all!
2020-08-25: I am releasing next prototype iteration, v0.03. This release comes with a plethora of changes, which are listed in the Change Log below.
In a nutshell:
Feedback
As per my initial release, I'm seeking community feedback on the battle system that I have implemented, as well as general guidance on what could be improved.
When possible, kindly provide a quantitative input (from 0 to 10, 0 being the absolute worse and 10 the best). I'm seeking feedback mostly on:
1- How easy it is to pickup and understand?
2- How fluid the battles are?
3- How balanced are the encounters?
4- How long the battles take to complete?
5- Anything obvious that I have completely missed?
6- Any suggestions?
Enemies In This Release
The monsters that you will be facing in this release are:
If you feel lazy, my game features an Autobattle A.I. System to control the characters during battles. You can switch the Autobattle system ON/OFF in the Gameplay section of the Options menu. The Autobattle system cannot be toggled during a battle. This means when using the Autobattle system, there's currently no way to end the battle.
Thank you all in advance for trying this prototype and providing feedback!
Manual
the README manual is attached (below) and is also included in the zip file. I have included a Tips & Tricks section which could be beneficial for everyone.
Screenshots
Change Log
Download
Download the game here: https://vincentracicot.itch.io/moonhaven
Game Manual
2020-08-25: I am releasing next prototype iteration, v0.03. This release comes with a plethora of changes, which are listed in the Change Log below.
In a nutshell:
- Addressed most of the concerns discussed so far regarding the difficulty,
- Fixed bugs, including no longer losing all of your spells when fighting the Matriarch,
- Broke down the Ranger class in two: the Path of the Archer and the Path of the Rogue. Just like the Mage, you can change the Ranger's Path by speaking to the Guild representative.
- Protagonists have been defined, and now showing the equipment (armor and weapons) that they are wielding.
Feedback
As per my initial release, I'm seeking community feedback on the battle system that I have implemented, as well as general guidance on what could be improved.
When possible, kindly provide a quantitative input (from 0 to 10, 0 being the absolute worse and 10 the best). I'm seeking feedback mostly on:
1- How easy it is to pickup and understand?
2- How fluid the battles are?
3- How balanced are the encounters?
4- How long the battles take to complete?
5- Anything obvious that I have completely missed?
6- Any suggestions?
Enemies In This Release
The monsters that you will be facing in this release are:
- Yyrshs (Orcs). They are bread mostly for war: they handle themselves pretty well in combat and their hide is thick.
- Niakiashs (Skavens). Scheming and mischievous, a good Niakiash is a dead Niakiash. Like rats, they come in packs. When around a Niaskiash, keep an eye on your purse and don't turn your back on them.
If you feel lazy, my game features an Autobattle A.I. System to control the characters during battles. You can switch the Autobattle system ON/OFF in the Gameplay section of the Options menu. The Autobattle system cannot be toggled during a battle. This means when using the Autobattle system, there's currently no way to end the battle.
Thank you all in advance for trying this prototype and providing feedback!

Manual
the README manual is attached (below) and is also included in the zip file. I have included a Tips & Tricks section which could be beneficial for everyone.
Screenshots
Change Log
v0.03 - 2020-08-25
V0.01 - 2020-08-09
- Reduced the Cleric's talent Justice down in priority, allowing for more ailments or boons to first be applied on the target.
- Whirlwind talent now properly removed when changing Ranger's path.
- Added a check so no heal or damage will equal 0.
- Balanced damage formulas for all classes and talents.
- Fixed critical hit rate formula. Piercing weapons should now trigger critical hit more often (as they should).
- Fixed major bug that would allow enemies to attack before it was their turn to act.
- Fixed major bug that would remove all mage's spell when facing the Matriarch.
- Rewrote code to change Mage's School of Magic.
- Split the Ranger class to Archer (ranged weapons) and Rogue (melee weapons).
- Increased critical hit chance on crossbow and increased damage on bows.
- New graphics for main characters, which also changes when armor is equipped.
- Renamed art with mh_ prefix to make public releases easier.
- Added the cooldowns (CD) to the talents descriptions.
- Added Cleric's prayer Mass as a group heal.
- Added Ranger Technique Double Tap.
- Added Rogue Technique Whirlwind.
- Changed behavior of Mage's Obscurus spell, no longer killing the user when Pact expires.
- Changed the scope of Ranger Multishot to group attack instead of multiple hits on random targets.
- Changed the scope of Ranger skills Flash and Smoke to one enemy. Removed chance to miss, increased duration and reduced the cooldowns.
- Cleaned up talent descrition and added colors to better identify effects.
- Fixed bug that allowed characters and enemies to drink potion that was not in inventory.
- Removed healing portion of the Cleric's Gift, but increased its boosting capacity and made it last longer.
- Replaced Cleric's prayer Serenity to Aura, allowing the whole group to benefit from energy regeneration.
- Slightly reduced the bonus amount of Mage's Enchant and Supercharge, to improve game balance.
V0.01 - 2020-08-09
- Initial release.
Download
Download the game here: https://vincentracicot.itch.io/moonhaven
Game Manual
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