We have an official thread now for discussion about the sequel. If you have suggestions for things that you'd like to see done differently than they were in The Book of Shadows, or if you wish to share your thoughts or just see the progress so far, hop on over to:
Introduction: In the year 2015, Montagor was defeated by Brent and Christine in a battle in Washington D.C. Or so the legend goes. The truth is, no one has good records on what really happened that day, all we know is Montagor disappeared that day, as his body was never found. Also his daughter...
Note that due to work obligations progress will be whatever I can do on the weekend for about 4 months, so it may seem like nothing is happening for a while.
Played your game. Had a blast with the characters. Cedric(the guy who eats a lot) is my favorite.
They all have great personalities though. The story and characters are the best thing about this game
and I think I'll play more of it but offline.
My one little bit of criticism though(what's a game without it?) is things don't follow the Show Not Tell approach.
They are very Tell Not Show. Overexplaining everything. Not leaving anything to the imagination.
Also tutorials for very simple things. That's something I'm not that fond off.
The game itself though is great and as I mention in the first paragraph has very good characters and story.
I was very invested in finding out about the
I don't think that's a spoiler as it's in the intro but better to be safe..
@bgillisp I'd omit some of the tutorials. Movement and combat tutorials aren't necessary in my opinion. Turn based combat is good in that it self teaches. You'll see the attack command and your brain will pick up what that means before you click it. You'll get curious of the other commands on the next turn and explore the skill and defend commands. I don't remember Final Fantasy games teaching me how the combat worked but I was able to pick it up anyways and Final Fantasy was my discovery of the RPG genre(As well as Lunar 2).
The crystal I'd omit as well. Not everything needs to be explained or have a realistic believable purpose. Some things you see are just "oh a shiny thing, lets see what it does." and is never explained.
The arrow above the character and big houses inside but small outside also probably don't need to be explained but you had fun with those so it's probably funny to keep in the game.
Thanks that helps. I think some must disagree though as I had no tutorial on those originally and that was (one of) the first feedback I got that it should be added. Reasoning I was told was what if your game is someone's first RPG or first RPGMaker game so they don't know the controls for the engine?
Might be a good discussion though for a game mechanics design thread...what should you include a tutorial for? Might be interesting to see if responses are the same as they were when I started this game.