Not a bad way to go about things! It would definitely help in some of the earlier battles!@Silenity I think I had a brainwave. I could have the actors regenerate 1/4 of max HP and 1/8 of max MP after every battle --
I might need a script for that, not sure(no, it's easy to do this with eventing). But that would ease the burden on limited resources, as well as cutting down on the amount of manual healing required. What do you think, good or bad idea, or would you need to play through it again to decide?
Just finished a quick playthrough! The custom artwork and scenes you have are awesome! Love how in depth the abilities and attributes are.Hey! I've finished the corrections to my demo!
You can find it here: https://www.dropbox.com/s/a72iyg9yxmnr47t/Project Luna Sanctus DEMO (v.1.04).zip?dl=0
Perhaps a mix of both? I think less HP would do fine. Because you have some cool AOE skills and it would suck to never be able to use them to their full potential! Reducing the encounter rate in conjunction will help too!
Alright thanks! I'll try the following:Perhaps a mix of both? I think less HP would do fine. Because you have some cool AOE skills and it would suck to never be able to use them to their full potential! Reducing the encounter rate in conjunction will help too!
Heyoo. So I just finished playing up your game. Whew. Okay.I think that red area of the circle just kills every player of your game. Put it on tutorial that hitting the red area deals more damage than black part.
I couldn't do the combos, I don't know how it shows up but when a bar appear under your target, you can enter the combo.
For dashing in RM games if it has dash but not autodash, try moving by mouse.
and my game
Sounds good! I'd love to give it a full playthrough next time with tutorial and all.Alright thanks! I'll try the following:
1) Lower encounter rate.
2) Reduce the overall number of enemies in battle (was thinking about 3-4 in average instead of 4-5).
3) Reduce a bit the enemies' hp pool, but keep their other stats.
Heya! Had a lot of fun with this one. Definitely my favorite LP so far.
Thanks.Alrighty! So I really liked the custom artwork and the battle face graphics were really cool.
However, the dungeons and battle system were both super linear and uninteresting.
There's a few bugs and an especially game breaking one with the training system. It only reduces gold, it doesn't check if you actually have the required gold.
Here's the video!
Ha, yeah, I probably should have done the tutorial. I'll definitely have to give it a replay from beginning to end with with the tutorial next time.@Silenity Okay, so just watched your gameplay of my game, and I have to say... congratulations on beating the boss without using one of the biggest part of the battle system: the SKILL ability system hahaha xD.
I know it's confusing, but abilities are divided into 2 categories: the ones that affect a hero (the one you used), and the ones that affect a skill. To view the abilities attached to a skill, you need to select it via the status menu -> skill -> click on it. There you can upgrade the skills' abilities similarly to the hero abilities. It should look like this:
Also, to answer your question about plugins, I created them myself (except for a keyboard input plugin and one map camera plugin).
EDIT: I know the ability system is complex, and that's partially the reason why I have a tutorial that long (which isn't ideal for let's play, I know). In the complete game, it is introduced gradually.
No problem! Thanks for letting me play your game! Hope you can make some improvements! Let me have a go at it again when you've got a good build going.Thanks.
The dungeons are linears...I accept that mistake. They look simple and boring. Gonna make them catch players’ eyes. I mean make the maps beautiful but challenging.
Battle system....I hate First Person View battle coz no characters’ faces to see what’s happening and it’s my challenge. I used DOOM 1993 concept (Doomguy’s face) and made sv sprites for the characters. We can see their reaction; attack, hurt, poison, dead, ect.
But when I saw you spamming ‘A’ button (just “Attack”), that’s my mistake again. I made you bored coz the battle was easy. Except ‘slimes’ and the final boss. Slime used ‘Ice’ attacking Kaiz, 0 damage, pathetic. Yes! Kaiz has high Magic Defence and I gonna say “yup, it’s pathetic”.
Buying ‘EXP’ was just another option but yet, lil’ mistake. I felt like ‘Pay to win’ but not real money, but a shortcut to win.
Last, my English still sucks.
Thanks for the feedback. I can learn those mistakes and fix them.
p/s: I see you play fast. You read and skip the dialogues as fast as you can. That kinda me.
Thanks for playing. From the video I can find what I'm lacking. Most important one is that there's a high chance that the player doesn't know about what to do. I myself look everywhere in games and I thought other players are mostly like me. But the better way is to always tell player what to do. My last year IGMC title was completely silent and no dialogue and disqualified, I think the players didn't know what's going on, done nothing and just went through the quick ending.Heyoo. So I just finished playing up your game. Whew. Okay.
Maybe you just pushed this out really quickly. But oh god it's so bad.
I don't mean to be overly harsh but it's painful. The only redeeming quality is the pure hilarious randomness in the dialogue.
Here's the video for some more thoughts of mine.
@SilenityHeya! Had a lot of fun with this one. Definitely my favorite LP so far.
The battle mechanics started out simplistic but had a lot of depth to it.
I really like the sound effects and animations. They alone feel rewarding.
The custom artwork and scenes were fantastic.
Only problems I really saw during my playthrough of the first dungeon was the floors seemed a bit repetitive and not being able to save a little bit earlier.
It's a quick, fun, dungeon crawler and I definitely enjoyed playing your game!
Here's the video!