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- May 30, 2014
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I'm starting my own journey. Want to see what others are putting together. I'll post a review in the next day or two when I have some time to play through it!
So I actually got stuck. DX, I don't think that has ever happened to me. I see the crack in the wall by the pub...but how do I get to it? There's a bush in the way blocking access to it.![]()
Oh and one minor thing, in my opinion.
Did you have to the slimes so extremely annoying? xD I mean I always have auto-dash on...but overworld bumping into 2 slimes 8 times on the way to the castle and having Luke die once...DX...Luke noo...now Vader has won (Whoops...wrong game Inmento.)
Overall though, besides being stuck and the slimes, I love it so far. If I manage to get the demo done (Unless this was the ending area) I'll probably edit this.
Highest Regards,
The Angel of Darkness/The Demon of Light
The bush is not passable no.Oh no! Can you not walk through the bush? I don't remember changing any bush passability between the initial release and the patch. I might have done it on accident though. That's the first time anyone has brought it up. And yea, I've gotten told by others that the world map spawn rate is too high. That'll be lowered in the next patch.
Take your time.Ok. I'll fix that and upload a patch tomorrow for everyone.
Yay! Always exciting to see an amazing work being updated and redone.
Hey there I was going to download the demo but the file size is massive for a demo. I realise MV doesn't really do small file sizes but I'm sure I've heard of a plug in that can help remove some files and reduce the file size. (Off the top of my head I can't remember the name I think it's MV stripper or something like that) Link HERE! Otherwise keep up the good work, it's pretty brave going for all RTP as a lot of people are very graphics orientated. (not me) If you manage to reduce the file size of the demo I'll give it a go, just let me know when it's updated or something. PEACE!
Well...you should think that it is amazing. Cause it is.
I don't think its that amazing myself, (probably cause I'm the one who's made it) but thank you so much! I mean, even though its made with RTP, I try my best. I just want to make something I can be proud of, and sort of show that the default graphics can make a great game if used by the right person.
Actually if you stay in the forest where you got your second/first character, you won't have such a hard time with later enemies. I went up to I think level 10 just because the enemies on the way to the castle caused me to have several game overs...but I also never really try fighting things...unless I know a boss is coming up and I am under leveled.Demo downloaded, I'm interested. The story seems somewhat generic from what I read but the characters look very like-able and the art is amazing. I might actually be in love. I will be watching this, it looks like it has a lot of potential.
Edit: Okay just started but I've noticed something that can be a big turn off for some. Your initial enemies. For one, poison on your first outing is very very bold, not to mention annoying, even if you do give out free antidotes. two, groups of 3 or more enemies who take 2-3 hits each is a major balance issue that early in the game. I want to be able to explore, not have to run back and heal every couple of minutes due to annoying enemies.
I like where you are going, but battle balance should be something you focus on in your next update.
I understand where you're coming from there. I made the area in mind that the player acquires Chara first then explores the area. I am planning on rebalancing the game in the next update because not everyone is going to know or want to find where all the hidden items are. I want to make the game more enjoyable for people who want to explore all the area (such as yourself) and those who don't want to spend time finding the hidden items. Which there are 4 in total in the first two forest areas. Thank you for your input, and yes, I will be addressing that.Demo downloaded, I'm interested. The story seems somewhat generic from what I read but the characters look very like-able and the art is amazing. I might actually be in love. I will be watching this, it looks like it has a lot of potential.
Edit: Okay just started but I've noticed something that can be a big turn off for some. Your initial enemies. For one, poison on your first outing is very very bold, not to mention annoying, even if you do give out free antidotes. two, groups of 3 or more enemies who take 2-3 hits each is a major balance issue that early in the game. I want to be able to explore, not have to run back and heal every couple of minutes due to annoying enemies.
I like where you are going, but battle balance should be something you focus on in your next update.
I can see where you come to that conclusion from the screenshots. They're very bare bones and don't really show any story elements. With the story however, which yes, it is a little generic at first, larger story elements come into play that do give the game its own life so it isn't "another generic RPGmaker game". I don't want to spoil any major plot points, however.
As for what makes it unique, since I'm using the RTP for this project, it won't stand out graphical wise, but I hope that the enhanced dialogue and story make up for it. I'm working on the demo up to the first boss currently. It'll be about an hour to an hour and a half long, and hopefully it'll draw more interest.
Personally, I think that showing the player that the game isn't going to mess around with difficulty by throwing status effects at the player isn't a bad idea, and is definitely a bold move when the standard First Enemy is "hit once/twice, it dies.". However, if the player is nearly hitting Game Over after every encounter, that might really deplete player morale. It's late right now, but I'm planning on giving the demo a play through tomorrow to see how its difficulty curve is.Demo downloaded, I'm interested. The story seems somewhat generic from what I read but the characters look very like-able and the art is amazing. I might actually be in love. I will be watching this, it looks like it has a lot of potential.
Edit: Okay just started but I've noticed something that can be a big turn off for some. Your initial enemies. For one, poison on your first outing is very very bold, not to mention annoying, even if you do give out free antidotes. two, groups of 3 or more enemies who take 2-3 hits each is a major balance issue that early in the game. I want to be able to explore, not have to run back and heal every couple of minutes due to annoying enemies.
I like where you are going, but battle balance should be something you focus on in your next update.