@Ikariz: First off...THANKS! I'm glad to hear the storyline was good because it is only getting better with parts 2 and 3. As for the length, yeah, it's a bit short. This was because keeping it short allows me to not get unmotivated with the project. But, once all 3 parts are released, I'm considering releasing a 1-3 version which will probably push 6-10 hours.
Here's my responses to your comments:
1. Agreed! Yes, Part 1 does lack in leveling up and battles. However, don't fret because I am adding an Arena in part 2 where you can earn money, level up, and get items. Leveling up will be an important factor as there are more battles and more boss battles! Also, levels will not increase HP, SP, but agility, dexterity, and intelligence (and strength a little). This is because I want the character to improve in and out of the mech. Improving HP and SP is something that is done with armor and energy upgrades.
2. Again, AGREED! Part 2 and 3 will correct this. There will be more freedom and hidden weapons. I'm also hoping to improve my menu system to something a bit more simpler.
3. This is an interesting point and as I read your post, I thought of a way to do it. Since battles are all scripted and the ability to make preset positions is done by call scripts, I could always just make conditional branches. I'm going to test this out! Thanks :thumb:
Here's my responses to your comments:
1. Agreed! Yes, Part 1 does lack in leveling up and battles. However, don't fret because I am adding an Arena in part 2 where you can earn money, level up, and get items. Leveling up will be an important factor as there are more battles and more boss battles! Also, levels will not increase HP, SP, but agility, dexterity, and intelligence (and strength a little). This is because I want the character to improve in and out of the mech. Improving HP and SP is something that is done with armor and energy upgrades.
2. Again, AGREED! Part 2 and 3 will correct this. There will be more freedom and hidden weapons. I'm also hoping to improve my menu system to something a bit more simpler.
3. This is an interesting point and as I read your post, I thought of a way to do it. Since battles are all scripted and the ability to make preset positions is done by call scripts, I could always just make conditional branches. I'm going to test this out! Thanks :thumb: