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Glacia Super old mode!

The game looks great! I'll give it a go when I have time.

BTW, may I ask which script you used for the Skill learning system?
 
I played it a bit.

I like the story. It has great potential and it moves forward in a good phase. Controlling a married man is also refreshing compared to an emo teenager. Still, the story could be even better. A review at rpgmaker.net already covered the unused potential with having a married man and a married couple in the party, so I won't repeat what has already been said.

Battles are unfortunately a pain. It uses ATB and I didn't find a way to switch to wait mode. If there is a wait mode I'd like to know how to access it, otherwise I think I'm done playing. As the game progressed, battles felt more messy to me rather than action packed.

Other than the ATB, both the alchemist quests and the speed of which you learn skills gives me the feeling that you're supposed to fight way to many battles. Getting the ingredients for the alchemist quests requires a lot monster hunting, just fighting those on the way isn't enough.

There's a strange relationship between physical and magical attacks. When players attacks monsters, the rule seems to be physical>magical. When monsters attack, the rule instead becomes physical<<magical.
 
I have uploaded an updated download of Glacia. This fixes the atb battle system from a very fast fully active. To a semi active atb battle system. If you start a new game you can fully customize it. Also the final boss as been fixed so that it is beatable.

Some other minor things were added. A final save ROOM before the boss battle. Also some of the guards directions were fixed.

There will eventually be a Version 1.2. It will focus on some better writing, level design and the way treasure is distributed.

Thanks to everyone who downloaded Version 1.0 and just to put everyone's minds at ease your save files will still work.

http://rpgmaker.net/games/920/downloads/1706/
 
The Battle system is now much better. However, I noticed my characters are now missing all the time. The Woebegone wands which used to hit reliable now are everything but reliable. Did you raise the evasion of the enemies?

The fire slimes now seem to have a 100% or near that drop-rate, which is nice. This is not the case with the stingers though. Do you really intend for the player to hunt down 20 or so enemies to get the ingredients for the alchemy quests? Fighting the ones you encounter on the way isn't enough, so grinding would be required.

Those two things I mentioned messes up the flow of the game. The alchemy quests can be ignored, but there's no way around all those misses.
 
The wands and other magic weapons are not supposed to be your main source of attacking. They increase your intelligence so your spells can do much more damage. Also they increase your AP so that you can equip more skills at a time. So you should mostly be using spells if you are using magic weapons such as the wands ect...

I realize that the amount of ingredients currently asked from Sadie is too high. I will address that in a future release. I did increase the drop rates a lot in Version 1.1. Although not ideal I do think it will suffice for now.

Thanks for the continued feedback. Looking forward to more criticism in the future.
 
The wands works just fine at the beginning. Almost all of the earlier enemies are weak against ice, so an ice wand will work. Also, their superior accuracy does help, or at least used to.

Anyway, I did an experiment. I had Rain cast his ice spell a few times with the longsword equipped. Then I equipped a wand instead as well as the thought skill and again cast the ice spell. I didn't notice a difference in damage. However, when I had a character level up and increase strength twice, I noticed quite a difference from those extra four points. This didn't exactly convince me that spending points on spirit would be a good idea.

So far enemies tolerate way to much damage and are also way to evasive. The latter may change soon because I'm getting enough money to buy a crapload of ethers and skills doesn't seem to miss very often. Still, I think it would have been better if enemies were less durable, but in return deal more damage.

Also, spells are ridiculously expensive. Again, being able to buy a crapload of ethers will soon make that less of a problem, but so far I've had to rely on attack spamming.

I'll see what happens once I can get all those ethers.
 
I am liking the look and feel of this game so far, but I have to point out that your dialogue could really use some proofreading.
The glaring instance here is the game over screen which currently includes the phrase "your forgotten" where it should be "you're forgotten" (though personally I think it has more impact if you say you are, but that is purely my opinion).
 
First the good news:
.::1.2 is here::.
-Fixes the error that occurred when you reset the game with F12.
-Fixes a save error that rendered the game unplayable.
-Completely rewritten ending that is much more original.

The bad news:
-No other updates.
-Old saves will no longer work. (Sorry about this, but it was unavoidable.)

The future:
-The updates I already promised.
-Rebalancing magic to make it more useful.

As always all feedback is greatly appreciated.

Download Chapter One Version 1.2
http://rpgmaker.net/games/920/downloads/1975/
 

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