Lady_JJ

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@Lady_JJ
Thank god I did all text not in events directly, but they loaded from text files, it will be much easier and faster to correct. I have some strenght left after work in unfriendly conditions, so I'm getting to work right away.

Edit: About that talk where Tallanar misspelled (on purpose)

Acretia is main antagonist, based on my ex-girlfriend, she left me with daughter so I did this writting on purpose. Yes, my ex is a witch.

Just small game of words.

Maybe more proper sentence would be... Hmmm...

Similar game of words was in Bruce Allmighty movie, at niagara waterfall:
I wouldn't touch that sentence at all. I think it's perfect just the way it is, even without knowing the backstory. I'll send you my edit of the conversation in Amaranth Groove. That will give you an idea as to whether or not I'm preserving your writing style.
 

Soulrender

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Understood... Maybe if I have some spare time I will make walkthrough video on youtube. Screenshots are not enough to attract players.
 

ShadowDragon

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maybe a starters image from amaranth groove and a cutscene between
the b**** and them? addings, but images are really nice, so I dont know.

if I love the map structure, I'm going for a test play to see how well it is.
but I wasn't wrong testing this one.

but I got some time later on to play the version 1.1c and do some harder glitches.
some typo's Lady_JJ mentions is something I reported too, but she discovered
a lot more I didn't know.

but if they are good at grammar, they can help you fix alot.
will give out another sample through discord to you later on the text.
but dont change that directly, because in some ways, it can be correct,
sometimes it doesn't, but I keep me more busy on the bugs/glitches for you.

it has alot of potentional, so I go for it :)
 

Soulrender

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Hah. I'm starting to think that maybe I should make more ... Oppai :)
Such a cheap trick, but it usually works.

Hey! I have on google drive version from 3 years back and there are tons of wild amazon women! Why have I ever decided to cutoff this sidequest...
 

Soulrender

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Another patch note:
Patch 1.1D - 02.09.2021

- You can change difficulty level during gameplay.
- Grammar errors fixed.
- Lightning strike cooldown reduced from 2 turns to 1 turn.
- Lightning strike strikes 4 enemies instead 6.
- Rhino Stomp skill won't damage flying enemies.
- Added mini cinematic in battle with soulrender.
- Added two small locations with better equipemnt.
- Added Alcohol.
- Optimized Map where Carla and Maia join party.
- Added mini mining system (pickaxe can be found in basement).
- Fixed problem with "snow" tiles.
- Added some mini bosses.
- Added indicator of beign tired for heroes (closed eye).
- Added indicator for dying enemies.
- Added special indicators for NPC on maps
- Effect of instant kill of enemy recovers that hero.

You can download game here.
 

kimo

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@Lady_JJ told me about your game, so I'm giving it a go. She is an excellent grammar/spelling resource.

I've read all the forum posts so far, so I think you are open to general and specific comments and here's my first:

I've only played for a few minutes, but my major complaint would be not also allowing the <Space> key as the action key in addition to the <Enter> key. All those pop-up icons (which I do not think are at all necessary) drove me nuts until I figured it out.
 

Lady_JJ

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@Lady_JJ told me about your game, so I'm giving it a go. She is an excellent grammar/spelling resource.

I've read all the forum posts so far, so I think you are open to general and specific comments and here's my first:

I've only played for a few minutes, but my major complaint would be not also allowing the <Space> key as the action key in addition to the <Enter> key. All those pop-up icons (which I do not think are at all necessary) drove me nuts until I figured it out.
Took a bit for me to become accustomed to it as well. The 'z' keys works as an action key, though. Space seems to be reserved for 'jump' though I've not had the opportunity to need a jump key as yet.
 

Soulrender

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@kimo about wich popup icons annoys you?
This?
2021-09-06 09_06_23-Window.png

or this?
2021-09-06 09_07_13-Window.png

@Lady_JJ - jumping so far is not needed at all, but in patch 1.1E - wich will be released in next saturday you will be jumping. Area where heroes will enter is very... Mountainous.

Besides, such popup icons I've implemented will save some time for player, how? Icon popups, that means there is something to interact. That's what I heard from local rpg gaming tv. (An old article)
 

kimo

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@kimo about wich popup icons annoys you?
It's the concept (icon pop-ups) of which I am not a fan. I've really enjoyed the exploration so far and those icons kinda take away the surprise of finding something unexpected.
Besides, such popup icons I've implemented will save some time for player, how? Icon popups, that means there is something to interact. That's what I heard from local rpg gaming tv. (An old article)


I just automatically failed in the Amarantha Groove quest for some reason. I was supposed to find Tehrin [sic?] at some estate before running into the priest and old Girlfriend (sorceress)? I thought I had explored Amarantha Groove thoroughly but never found Tehrin. What did I do wrong?

I'm taking newbie notes because this game is very different (in a good way) than most RPG maker games. It makes a player rethink approaches to encounters.
 

Soulrender

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This quest is proggramed by me to be failed. Because of scenario, Acretia, main antagonist will quite often force heroes to take detour, that was my idea, since Acretia is Character based on my exgirlfriend, wich I petsonally i had to change my personal plans for her. So no worries. This quest suposed to be failed.

Edit:
In patch 1.1E I will add option to toggle those icons on or off (saturday evening)
@kimo it will look like this:
 
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kimo

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For ver. 1.1D

For what it’s worth, after finishing this demo version in about 4 hours (I meander a lot), here are a few of my observations of what seems to be an excellent game so far. I wouldn't have offered these comments otherwise.

The very unique interface is confusing at first. The fact that the HP/MP/EN recover as a function of time (instead of steps taken) could make the player rely heavily on that aspect and just “hunker down” for a minute or so.

Drop-down character window in upper left corner is somewhat distracting except for letting the player easily see “recharging” of main character.

Not a problem for most chests when opened, but after looting 2 chests in Amaranth Groove the graphic doesn’t change so they appear as if they are still closed when returning to the screen.

Battles don’t result in a lot of EXP, so some players might not engage in battles as a method of leveling up (grinding). Although the various drops will hopefully pay off in the future.

Interconnection between map screens helps fully explore an area without backtracking.

The escort challenge to the village after exiting the mine may be difficult for some players to accomplish because of visual/dexterity issues they may have. What happens if you don’t stay close enough? Game Over?

Also, what happens if you don’t get out of the gold mine before it collapses?

The 3 bridge riddles in the mine were an interesting/good choice because most people should have encountered those riddles at some point in life.

I am not sure how some players will respond to “failing” the first quest just because. There are a lot of “completionists” out there, so maybe postponing that quest to finish later when communication scroll is used would be a better choice.

As far as language/grammar are concerned. This was well done for your American English skills. German is my second language and I could never write a game in German. So, kudos on that. I don’t think mixing British and American English words is ever an issue. But like all languages, English has idiomatic phrases and usage standards. @Lady_JJ is telling you about idioms and standards of use like always capitalize an “I” when it is the only letter in a word, “which” (not wich) can replace “that” in all cases, the letter "i" always comes before the letter "e" except after the letter "c" (i.e. receive not recieve). She is excellent at this skill.

And If you are using text files, might i suggest a spell checker wich interfaces with what text software (many of them work with *.txt files) you are using. :biggrin::rolleyes:Sorry, but I couldn’t resist that.
 

Soulrender

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@kimo thank you for detailed description and review, now it's my turn to "answer the charges":

The very unique interface is confusing at first. The fact that the HP/MP/EN recover as a function of time (instead of steps taken) could make the player rely heavily on that aspect and just “hunker down” for a minute or so.
I really didn't think that hud will be unique. Since I'm not an artist I simply drew that interface with MV as map and took screenshot of it - I needed nice looking hud in very short time-span.

Drop-down character window in upper left corner is somewhat distracting except for letting the player easily see “recharging” of main character.
I have played many MMO games and most of them have similar hud as mine. I thought about using circular gauges - like in racing games, but I didn't found any plugin wich would do that. (at least as yet)

Not a problem for most chests when opened, but after looting 2 chests in Amaranth Groove the graphic doesn’t change so they appear as if they are still closed when returning to the screen.
My bad - during summer and early autumn in my environment there are lot of distraction, especialy from my neighbours who notoriously breaks the law and police won't do anything about it. (But that still it's not an excuse)

Battles don’t result in a lot of EXP, so some players might not engage in battles as a method of leveling up (grinding). Although the various drops will hopefully pay off in the future.
Battles are optional and low exp from battles is for no reason, because all events/npcs/players/ and that whole fantasy bunch have set maximum level to 10. However - and it's also my fault - Tallanar on level 5 will unlock passive ability Greater potential wich gives extra 20% exp from battle. And the last important fact - number of troops player can challenge is dynamic, wich means number of troops is dependand on average party level. For example: party contains Tallanar, Lv3, Telthos, Lv3 and Soulrender Lv2, so their average level will be exacly 2,666666666666667, but level is a flat number so it's rounded so it will give 2, therefore there will be 2 opponents in battle, but no more than 8. And yes, looted items will be required later in game.

Interconnection between map screens helps fully explore an area without backtracking.
I didn't think about it at first - I've mainly focused to keep game running in constant 60fps since MV don't like much maps bigger than 100x100 and second thing. I don't like making big maps, so I've splitted them into sections.

The escort challenge to the village after exiting the mine may be difficult for some players to accomplish because of visual/dexterity issues they may have. What happens if you don’t stay close enough? Game Over?
When player lose from sight pixie totally, nothing will happen - no failed quests and restart level or game over. No, not at all, Pixie just wait patiently in another section of map, but of course I'm thinking about kind of penalty for hesitation by player, but so far I didn't come up with something that would fair. Needless to say, this quest is a kind of experiment how difficult would be to implement escort/follow quest in MV (Special thanks goes for @autodidact for great region path plugin).

Also, what happens if you don’t get out of the gold mine before it collapses?
Here there is definetly game over, because of my laziness I didn't prepare any kind of short cinematic or alternative route when player actually is burried alive.

The 3 bridge riddles in the mine were an interesting/good choice because most people should have encountered those riddles at some point in life.
Indeed, game must be balanced as best as developer can, mixing battles, story, environmental riddles etc with correct proportions. (Tip: That bridge reffers to Movie "Monty Python And The Holy Grail" - scene with keeper of the bridge )

I am not sure how some players will respond to “failing” the first quest just because. There are a lot of “completionists” out there, so maybe postponing that quest to finish later when communication scroll is used would be a better choice.
Hmm... That's an interesting idea worth consideration of. And I mean that.

And the last part. Yes, I could put these file into some dictionary app to autocorrect and belive me I thought about that, but how this happened I didn't do it? I have no explanation for that. I have enough materials for making correction for the next update, 1.1E where there will be added another part of story. I planned to release it on Saturday evening, but there might be 1 day delay, because in this week I work night shift and probably whole saturday I spend in bed sleeping dead. :)

 
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Soulrender

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I had to release patch 1.1E today evening (20:00 - 21:00) but I won't. Since it's low interest I'm going to get totally drunk. I just bought 6 bottles of vodka and first one is already opened.

Happy RPG Making... *gulp*, *gulp*, *gulp*, *gulp*.... Hihihihihihihihihi. Seee you when I get sober :D
 

Trihan

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Shadow Dragon, capitalized I would mean that I, real person speak to you as now, So its not that typo
Thats what me thaught in School on English class. About toggling full Screen or window Mode, that will be implenented today and if responses reach satysfying number. Then i declare regular updates every saturday :)

And about 3rd image. Its not popup error, its actual dialog between heroes because they riding wagon and regular message window would break level So i used galvs timed message popup

Sorry for typos, im on mobile at work
Self-referencial I is always capitalised. Every time, without exception. There is nothing in English grammar that provides a case where this is not so.
 

Lady_JJ

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I had to release patch 1.1E today evening (20:00 - 21:00) but I won't. Since it's low interest I'm going to get totally drunk. I just bought 6 bottles of vodka and first one is already opened.

Happy RPG Making... *gulp*, *gulp*, *gulp*, *gulp*.... Hihihihihihihihihi. Seee you when I get sober :D
Happy partying, I guess....

Self-referencial I is always capitalised. Every time, without exception. There is nothing in English grammar that provides a case where this is not so.
When this next update is released, the 'i' issue should be resolved as well as some spelling and other grammatical errors.
 

autodidact

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I got started with RPG MV maker because I wanted to make a game, but I've only played a few of the actual games made with them.

I really like yours! I like the mapping you have done, and a lot of the little details you have added. The lantern, zoom on chest (maybe too much zoom?), and where did you find those light-up switches?!

Some things I have noticed while playing (sorry it is kind of a long post, I got stuck on a few details you may or may not care about):


I have used the save file and loaded multiple times. I have noticed that when I load sometimes, the music is not playing.

This is the major one I notice. There is a lot of grammar/spelling that still need attention (US English speaker here). I found a spelling of sharades (charades) in a dialogue between Tallanar and Carla, when they find Carla. Carla, then uses the word beign (being). I like the story you have developed,it is intriguing. But I believe that working out the grammar will make your story feel stronger, and the characters more emotions believable.

More on text, but gameplay related:
  • When the lantern turns off, Tallanar says, "I need to get some oil to turn on again that lantern." I believe this should be reworded "I need to get some oil to turn this lantern on again."

  • Maia's Ice Crystals skill has the description text, "this skill have 5% to put freezing effect for 3 turns." Should be "This skill has 5% to put freezing effect for 3 turns."

  • Also, I never heard of a bagpack. Backpack is the vernacular here, but I know the world is bigger than US English. Also, bagpack makes sense.

I lost my Oil after the boss fight with the Minotaur. Is that supposed to happen? What I remember is that it just disappeared magically, without a trace or notice. I was really sad.

Also, what happens if I take over 20 turns? I should just test and see but I hate losing, in case that is what actually happens. Also, what are the arrows that show up underneath the turns (I only noticed them in the mines)? I don't remember any hints on this in game.

Goldmine - Lower Corridors. I have met several bad guys that do not jump into battle with me when I touch them. Is that because my level is too high for them? Or is it a bug? It isn't clear to me as a player if you intended this behavior. (Tallanar was level 3) I have to press "Enter" to start the battle.

I attacked a Blob with Maia, but she didn't do any damage. It didn't even show 0 damage, it just looked like the blob completely ignored her. Maybe it thought she was using her fan to cool him off instead of attacking him :D


Lastly, I have a request. Please, I am stuck.
I can't figure out what to do. I must be terribly dumb, but what do I do at this point? I have backtracked as far as possible and can't find any lever!
Okay, I figured it out, but I had to replay with my screen brightness at 100%. Not sure if the wording for the "that sign" should be "this sign". Maybe these dungeons are a bit too dark, or else "S***! I need to get some oil to turn on again that lantern."

1631837460406.png

This has been fun, thanks for the experience. I'll post again if I find anything notable.
 
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Soulrender

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@autodidact things you mentioned are already fixed and it will be included in patch 1.1E wich I intend to release on Saturday evening (20:00 ~ 21:00), filling lantern consumes oil cans, so perhaps you missed it, when you refilled it.

Lantern has 200 units (just units) of total capacity and one single oil can fills 25 units. You are a coder, so I show you code how lantern is filled:
JavaScript:
Soulrender.prototype.fillLantern = function(){
//value to be added per one oil canister
var oilTank = 25;

//maximum capacity of lantern      
var tankLimit = 200;

//current amount of fuel in lantern  
var tankLevel = $gameVariables.value(16);

//calculate how much of canisters can be used.
var loopCount = Math.floor((tankLimit - tankLevel) / oilTank);

//process all informations
for (var i = 1; i <= loopCount; i++){
   
    //Check if current level of fuel excess max capacity
    //if yes, then break loop.
    if(tankLevel >= tankLimit){
        break;
    }
   
    //Now I check if player has at least one can of oil
    //if not, then also break the loop.
    if($soulrender.countItems(87) <= 0)
    {
        break;
        } else {
            //If capacity allows and player has at least one can
            //Tank lantern with oil.
            $gameVariables.setValue(16, tankLevel + (i*oilTank));
            $gameParty.loseItem($dataItems[87], 1);
        }
    }  
}

Some battles are triggered by simple touch and some others are optional, player can decide whether to engage battle or not, however I can develop some sort of indicator over enemies heads to indicate the battle is "forced" or optional, if you wish so :). When Maia or any other hero or enemy deals 0 damage, then it won't show anything, because some creatures have resistance to certain elements. I'm working on a bestiary app to show which element will be efficient against enemies from the game. I have made several elements:
Earth, Wind, Ice, Fire, Light, Darkness, Physical and each element is assigned to separate elemental magic: Geomancy, Cryomancy, Holy Magic, Shamanism, Swordsmanship, Ventomancy and Pyromancy. For example, Butterworts located in Amaranth Groove are Earth-Type creatures, so they are more resistant to Wind (Tallanar's Ventomancy), but take more damage from Ice and Fire. Slimes are magic creatures, so they are very resistant to all kind of magic and due to the jelly consistency of body also gain reduced damage from Telthos' sword attacks (except holy magic, slimes are defiled creatures) and so on.
When the Bestiary will be ready, then players will know which skill or item will be most efficient against a given enemy. Next thing, when in battle player reaches 20th turn, battle is considered as lost, but no penalty for player is given, because I wanted to give player a break to analyze situation and take rematch with different strategy or skip battle. The last thing you mentioned at first, about not playing music, yes I noticed it too and I'm working on it, because that happens when you choose option from main screen "Continue", it's an experimental function wrote by me and sometimes loading save file with this also can crash a game, but I also work on this. @Lady_JJ provided me corrected text files with grammar issues and in patch 1.1E Text should be as it should be (also continuation of story is written, I just need to encode for tomorrow 50NPCs :] ).
 
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lolshtar

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-can't use mouse, this should be a must in every game imo
-need to be more obvious with what im supposed to click at the start, took me 10 mins just to see the cane wasnt enough and the other items were right on top
-you're warrior
-we're not thieves in an abandoned house yet you can loot it
-why the **** my action is not regenerating in combat why there is action at all when you can only play once in a turn doesnt make any sense
-why the **** do you have a 5% chance of instant killing the enemy instant won a fight because of that this **** is so so dumb
-no tutorial on combat, its a must even if it's the same basic rpg maker ****
-why do l have to spend 2 mins to regen my mana/action to get on the next enemy(doesnt happen anymore at the end because its too easy at this point)
-8 xp for a fight when lneed 1500 xp to level like what the ****
-3 turns stun that is rng WTF, remove most of the rng and put 1 turn stun with immunities
-l guess the warrior ability to fortify himself is useless since it doesnt taunt?
-basically your combat system at the beginning is if l dont get an instant kill with lightning strike l have to forfeit because ill be out of energy then
-floating characters on soulrender
-torch is completely useless in mine and everywhere else
-healing doesnt say no self use and tranquility doesnt even heal the healer LOL
-healing potions that heal 10% life cool
-why the **** are my dots dealing so much damage against the minotaur when my direct damage do a big 40 damage
-you really designed a mob based on the 5% instakill, do you want to torture your players seriously
-defend should really restore action theres no point of doing anything other than abilities if you dont even know which target the enemy is going to attack.
-what the point to have that many characters if all they do is add a single sentence to dialogues and do the same skills just with a different element
-"bosses" are way too easy, use 5 sec stun and spam all your abilities to win
-late characters seem to have same stats as first ones probably because they get boosted by crystals at the start. youd need to boost all characters present and later when you find crystals.
-no point of the hud where you see the gold and other goods you have, instead put items you can use in the map
-story is not very interesting but l got mainly put off by grammar errors
-characters walk way too slow and animation like chest xp takes forever nobody want to sit there and watch the same animation over and over.

 

Soulrender

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@lolshtar

can't use mouse, this should be a must in every game imo
That's a questionable issue.

need to be more obvious with what im supposed to click at the start, took me 10 mins just to see the cane wasnt enough and the other items were right on top
Then please describe how I could do this?

you're warrior
Meaning?

we're not thieves in an abandoned house yet you can loot it
What's wrong with picking some items from place where no one lives anymore?

why the **** my action is not regenerating in combat why there is action at all when you can only play once in a turn doesnt make any sense
It's regenerating, but slower, because on map it's real-time, in battle turn-based.

why the **** do you have a 5% chance of instant killing the enemy instant won a fight because of that this **** is so so dumb
It's not dumb. In real life you - as we all - have some chance to kill someone instantly - stab the heart for example or hit someone head with hammer.

no tutorial on combat, its a must even if it's the same basic rpg maker ****
I thought about making some kind of tutorial, but it's on hold for now, more important thigs are ahead

why do l have to spend 2 mins to regen my mana/action to get on the next enemy(doesnt happen anymore at the end because its too easy at this point)
So, perhaps you would have some kind medidation system, like in Witcher 3 to regenerate?

8 xp for a fight when lneed 1500 xp to level like what the ****
That's because you can complete game without hardcore grind and max level is set to 10. It's not a MMO game where max level is usually +100 or +200.

3 turns stun that is rng WTF, remove most of the rng and put 1 turn stun with immunities
I think values are fair enough. I don't think they need to be changed

l guess the warrior ability to fortify himself is useless since it doesnt taunt?
Actually is very useful, casting Iron Body gives immunity to all negative effects, and removes any if they applied

basically your combat system at the beginning is if l dont get an instant kill with lightning strike l
have to forfeit because ill be out of energy then

Did you check bagpack for potions? They can be used in battle.

floating characters on soulrender
Care to explain in more details

torch is completely useless in mine and everywhere else
I disagree with that argument

healing doesnt say no self use and tranquility doesnt even heal the healer LOL
My mistake, right now I'm fixing description, but I don't see this as an issue, everyone has some limitations

healing potions that heal 10% life cool
Ok

why the **** are my dots dealing so much damage against the minotaur when my direct damage do a big 40 damage
That's because what I mentioned in post earlier, resitance to elements, direct attack is physical type and minotaur have great resistance to physical.

you really designed a mob based on the 5% instakill, do you want to torture your players seriously
Not all creatures are immune to instant kill

defend should really restore action theres no point of doing anything other than abilities if you dont even know which target the enemy is going to attack.
defend "skill" is some sort of skill to give actor a rest and chance to regenerate a bit in case next the enemy isn't going to die soon.

what the point to have that many characters if all they do is add a single sentence to dialogues and do the same skills just with a different element
As I said earlier - resistance and effectifness to elements

"bosses" are way too easy, use 5 sec stun and spam all your abilities to win
I agree with that 100%, but we can categorize them as demi-bosses and we should be cool

late characters seem to have same stats as first ones probably because they get boosted by crystals at the start. youd need to boost all characters present and later when you find crystals.
When new member joins party it's stats and level are determined by average level of party, same goes to number of opponents in battle. When someone is missing from party, the crystals won't affect them.

no point of the hud where you see the gold and other goods you have, instead put items you can use in the map
Hmmm... something like this?

story is not very interesting but l got mainly put off by grammar errors
You will never write a story that satisfy 100% your community, simply you cannot, Grammar errors, of course they are, because I'm not native english.

characters walk way too slow and animation like chest xp takes forever nobody want to sit there and watch the same animation over and over.
Characters walk is just casual work. In Tallanar's kitchen you can find speed potions to speed up movement.


Thanks for detailed comment. I'm aware a game needs lot of fixes and won't suit to all, one will like it, someone else not. That's a normal thing.
 
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ATT_Turan

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This is not a very helpful feedback post. If you're going to provide feedback to someone's project, think of what you would like to be told.

You need to separate out opinions from objective truth ("This is misspelled" is true, "All games should support a mouse" is heavily subjective opinion).

Make sure your feedback points mean something. What does "you're warrior" mean? What is the point of asking "do you want to torture your players seriously?"

Get rid of the cussing. It doesn't add any value to your words; it's rude (why are you swearing at someone for sharing their creative effort?); and it lessens your opinions. That kind of talking is fine casually with your friends, but in all other situations your statements will be seen as being less worthwhile if you can't express yourself without cursing.
 

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