- Joined
- Jul 28, 2012
- Messages
- 1,911
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- First Language
- English
- Primarily Uses
I'll begin with a Thank You Very Much!! I'm glad you enjoyed the game and honoured that you clocked 10 hours on it! Especially with so many other games flitting around. ((and it also makes me glad to hear that the game is as accessible as we had hoped for people who had not played other games in the series.))
Another huge thank you! I enjoyed reading your thoughts! ((Also, very glad you enjoyed the character and cutscene art ;D )
I kept meaning to mention the thing about being able to use revive items and skills on alive party members and effectively wasting your turn. There were so many other things going on the last couple of days - it slipped my mind. And there's the big truth of it, and a big reason why a lot of the balancing is out; the game was tested in a little under 48 hours, which is not enough time to balance a game of this scale. lol Balancing is certainly one of the things we will be looking at when we begin to polish this up for a re-release. ((I don't know about the others, but I never got to test Ezekiel's bit out at all. lol)
However! I am happy to hear that it can still be interesting to play, despite this.
General Flippers is not talking from beyond the grave. You see, his voice is so powerful that it is forever resonating around the walls of snow, echoing over chambers of ice - were you hearing his words from a moment ago, or his words from yesteryear, when he challenged others for their rite of passage through the frozen tundra of his domain? He is a slippery one at best, and this only proves to complicate matters more.
I never really thought about the autosave/lake guardian thing. A rather unfortunate oversight on Rach and mine's part when we made the battle autostart on the map. (we've never implemented an autosave feature before. things like that don't really come to mind for us. :x We'll be sure to change how that bit occurs for the rerelease.
You know, I reimagined the skeleton puzzle style to account for someone who might be tone deaf (we were originally discussing only tone differences between their parts and the notes) by adding the different sounds, but I did not account for those who might be hearing impaired. A bad oversight on my part, and since the skeleton puzzle was largely my creation, I will brainstorm a way to work around that. ((One thing I had debated doing, is making them custom stands with their instruments sitting on them. Time did not allow this a priority, however with what you have brought up here, I find myself returning to this thought. It should solve the issue.))
For finding those you rescued in the town, originally we had planned for the Missing Persons List in your inventory to be a usable item that brought up a screen to keep track of
- who you saved
- who you had spoken to
- location in town
Alas, this got left by the wayside as well due to the dreaded beast known as time. I do agree; it is something that is necessary. Finally having a chance to play the game for leisure for the first time myself, I was having trouble finding the people I had saved in the first sector.
However! I am happy to hear that it can still be interesting to play, despite this.
General Flippers is not talking from beyond the grave. You see, his voice is so powerful that it is forever resonating around the walls of snow, echoing over chambers of ice - were you hearing his words from a moment ago, or his words from yesteryear, when he challenged others for their rite of passage through the frozen tundra of his domain? He is a slippery one at best, and this only proves to complicate matters more.
I never really thought about the autosave/lake guardian thing. A rather unfortunate oversight on Rach and mine's part when we made the battle autostart on the map. (we've never implemented an autosave feature before. things like that don't really come to mind for us. :x We'll be sure to change how that bit occurs for the rerelease.
You know, I reimagined the skeleton puzzle style to account for someone who might be tone deaf (we were originally discussing only tone differences between their parts and the notes) by adding the different sounds, but I did not account for those who might be hearing impaired. A bad oversight on my part, and since the skeleton puzzle was largely my creation, I will brainstorm a way to work around that. ((One thing I had debated doing, is making them custom stands with their instruments sitting on them. Time did not allow this a priority, however with what you have brought up here, I find myself returning to this thought. It should solve the issue.))
For finding those you rescued in the town, originally we had planned for the Missing Persons List in your inventory to be a usable item that brought up a screen to keep track of
- who you saved
- who you had spoken to
- location in town
Alas, this got left by the wayside as well due to the dreaded beast known as time. I do agree; it is something that is necessary. Finally having a chance to play the game for leisure for the first time myself, I was having trouble finding the people I had saved in the first sector.