Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Ethereal Dreams

GhastlyMasquerade":1x84qx8h said:
Going to one point and then coming back just to get items at the very beginning wasn't a good idea.

On the contrary, I think backtracking is one of the best elements you can have in an RPG. It really makes you feel like you're part of the game's world rather than just watching the characters get strung along on some one way path.
 
Not really, first thing you should never do is backtracking so early in a game, specially in a very simple environment like in this game.
Since there's not much of an atmosphere, and not many "interesting" places to visit in the 2 or 3 screens of the game, then avoiding backtracking is a must.
 
Hey, I've just played the demo.

Actually, I think you were meant to pick up a Coward's Wind from the item shop.
When you are told to pick up supplies- that was one of them.

The backtracking is in this scenario a punishment for speeding into the game...
Deliberate or not?


As for the game, it is brilliant. I love the music, and the opening.

Maybe, no, erm. It's hard to pick out certain things because your project is custom, so in short.
Great job.
And I will DEFINITELY be downloading further projects from you: Team Dragonfly.
 
@Atemu: I'd love to have you has a writing beta, but since Maks is the writer, I'll leave the decision to her.
As far as the message system, the face pictures are actually shown using show picture instead of anything in the message system. Otherwise I think the window is just moved, Maks said it up, not me.
I knew I wanted something other than the default save screen, and I'm glad you like it!

@jtbengal: If you're still stumped:
You're going to want to push a boulder in the cave.

@GhastlyMasquerade: Going back to get the equipment serves a dual purpose:
A) Prompts the player to save
B) Allows a logical place to switch from armor-less Darin to armored Darin.
And like you said, it's only 2-3 small maps, it's not like it's a long trek out of your way :\
Where exactly did you find there was no clear indication of where to go? "Talk to Rya" and "Go to the item shop" seem pretty clear to me.
Tilesets wise, the beginning of the game has the oldest tilesets, so the quality isn't quite as nice as say the last dungeon in the demo. We decided to spend time adding content rather then perfecting the old. However, there are plans to update the tilesets based on what was learnt doing the newest tileset.

@bradleydfc: Actually, you start with a Coward's Wind, as well as 3 Bud Ointments and a Rejuvenate.
Glad you enjoyed, and I look forward to your comments on future releases :)
 

Taylor

Sponsor

Finished Demo. Playtime - 2:49:36.

I love almost everything about this game, I found no bugs, but here are some suggestions for you.

1. Have the Encounter Orb become transluent when the hero is in that corner of the screen, I couldn't find where I was when I entered a map in the forest while leaving it. :V
2. What happens If I get the key to the south door in the waterworks before flipping the switch? Can I avoid the password altogether? Maybe an extra prize should be awarded also for getting the right password before learning it. Especially for the *cough*other*hack* one.
3. Not really a bug, but you can see the panorama change in the corner of the screen after defeating the lion. Which by the way has the awesomest battler ever. <D
4. The lines between the rocks of the cave "ground" could be lightened, it's kinda dizzying otherwise, it'll also make seeing obstacles easier.

And some questions.
5. What tunes are going to be part of the soundtrack? Some aren't listed as "Temp songs" yet are named as being part of things like "Project Panda".
6. Continuing music - the victory theme is too quiet. As is the battle theme, although they are temp songs... they seem out of place because the beat isn't as strong as the field/dungeon themes.
7. Do you have a music continuation script? Sometimes the songs start again after the intro rather than the beginning of the file.
8. What happened to Darin when he dropped the key? That had to be the weirdest tripping I've ever seen. oO Maybe his arms need to be flailing around.
9. How did you create that memo script? Are the entries just scrollable images, combined with what looks like the NPC interaction script?

The different style bestiary entries are neat, how Phyllip gives actual information but Darin and Kix are all "theyre icky".

Oh yeah, Phyllip still looks odd to me in battle. D: Although I've never drawn a centaur myself so I can't be sure how much the torso can turn. Which also brings me to wonder if that is the torso, what is underneath the horse part. Guess it's best not to think to hard about logic with fantasy creatures that have human torsos. x.x

Lastly... is the diary script free for use? The diary script I have keeps resetting the pages to unwritten after reloading.

Again, I love this game.
 
Thanks for the long reply! I'm glad you loved it.

1. It's mentioned in a Memo note, but you can turn the encounter orb off/on by yourself with the 'A' Key.
2. Yep, there's three solutions to the puzzle. You can completely avoid the password if you get the key to the back switch. I'm not sure how a prize would work logically for getting the password without being told. A sparkle falls from the sky? XD
3. If it's the scene I'm thinking, it actually fades. It's about the best I could do. And that Lion was what I worked on coloring all New Years Eve XD and actually wasn't drawn by Mak, but by our monster artist Ikara (who, I realize now, should really be added to the credits on the first post *makes a mental note*)
4. Hmmm.... lightening the lines... that might actually work. I'll have Maks play with it later.

5. Oops, that temp songs file is old. The proper one is the Music Credits in the Audio folder. As far as what will be in the final soundtrack, it's rather up in the air right now. Our composer recently left, so we haven't decided what we're going to do. While we like what was composed for us, we don't know if it will fit with the future material.
6. I could not find a decent (non-commercial) victory theme to save my life. And yeah, some of the music was rather last minute due to the above stated reason.
7. Ah, you noticed my little gem :) It's not quite the music continuation script that everyone wants, but it is a nice little hack I made that makes it so the music doesn't restart after battle, even if it's not starting where it left off.
8. The trip animation didn't work for you? ^^; Animation isn't really our strong suite, we might look into fixing the sprite in the future, but for now, I think it passes?
9. The memo script was created from scratch by me. Though, yes, the entries are indeed scrollable images. (It allows us to make the entries more interesting)

We've really been having fun with the different style bestiarys =D 'especially the art styles.

I thought we had finally got Phylip looking better :\ Actually tried to reference a similar pose (only human :p) to fix up the twisty area. His horse butt is not all that fun to draw (thus almost no art of him :eek:) so we're prob leave it as it is for now.

Hmmm... I'm not so sure about releasing the memo script, as it's rather incorporated into the games scripts, and it's been quite a while so I'm not even sure if I remember everything included in it XD However, if you pm me the script you're using currently, perhaps I could look at it for you and see if I can get it working?
 
I'm about halfway through with it, but I have a few warnings for people. Rya's 'Mianra Clae' skill may seem too good to be true. This is because it is. There's a game-ending error if you try to use it. If you've gotten Rya to level 11 anyways though, you should be well enough equipped to deal with whatever you run into. Basically, any skill that costs 0 SP (aside from Phyllips stone skin thing) should be used with care.
 
Tying in with what gratheo said above, I've uploaded an updated demo that fixes this bug, among a couple other little things, such as tweaking the encounter rate a little bit. Since the bug is completely avoidable, there's no reason to re-download it if you already have it, just avoid using any skills that have a 0 SP cost, as tempting as they might seem.
 
I thought it would be fun if there was a battle every step :>

Nah, in all seriousness, they toned down significantly from the beta to the first release, and even more in this last update. It seems like I could set them so that there would only be maybe one battle per map, then I'd come back the next day and fight at least 10. :x I will get them to corporate one of these years though!
 
Yeah, maybe make an option in the menu for 'Super Encounter Rate', or something. It took me a little while to level all the characters to a point where I could easily get around the mountain area, and something like that'd be pretty sweet. Then again, you could just walk around in a lake, I guess.
 
Man demo 2.0 was awesome i played 1.1 and loved that, this made me remember why. =)
If you don't mind i have 1 little criticism to make though...I really didn't like the overworld sprite, it just didn't seem like a lot of effort went into it and it seemed very out of place considering how the characters usually look. I like the idea of scaling down but it just doesn't have the same effect...

other than that i found it very entertaining, good fun to play, not too hard not too easy, i'm just upset the demo had to finish hehe
Good luck with future demo's i'll be playing them don't you worry =)
 
A lake is a Super Encounter Rate really :) I know I've abused the one near the healing save point in Fungal Forest South before. Though there's not really one to abuse near a healing point in Benga, too bad.

Glad you enjoyed the demo Redblade. That world map sprite was actually a lot more effort then it looks, but it does serve as proof to why we're not making an RTP game ^^; Neither I nor Maks can sprite RTP very well, which is why we so quickly ran away to HK. Maybe eventually we're be able to make something small that fits with the HKs, but for now, it's better then a HK on the world map (trust me)

Just for fun, here's some super old RTP sprites on a quick background
http://img132.imageshack.us/img132/5669/snowrtpgg7.png[/img]
 
I downloaded, I played and I liked it a lot.

You can clearly see how the tilesets evolve each time you get farther in the game. The battles were challenging but not too hard, it was all just right imho.

I wasn't even bothered much by the "..........'s" at all really.

You can also clearly see this has been a team effort, and it payed off on every front.

I wish you good luck on your development of this game.

Oh and thanks for your help in the script request ROFL (might as well do it here).

-Lisker
 
Some quick comments, I'll edit this more later ^ ^
  -  In the notes, there should be arrows indicate that you can scroll further up or down. I think it would be a nice touch and probably not difficult to do.

  -  The windows in weapon/armour store is pretty difficult to notice when changing between selecting items and checking a member changing' status. Maybe tone down the brightness of the one that is deactivate might help a player notice which window they're scrolling. 

Just beat the first boss :) It's a much more interesting battle than the last demo. I really like "call friend" and "inhale/exhale" combo

I see that you haven't implemented the skill guide to help a player learn to plan what skills should the get, so I take it that you want it to be something that a player need to try for him/herself. In that case, I'd like you to have some solution for people who put their talent points in the wrong way. I mean, the higher your level , the more difficult you'll get talent points and talent point you gain are limited to the maximum of your level right?  It'd be too cruel having to start over because you don't get the skill you need by using the wrong weapon and leveling up :S

I really like the intro and cutscenes during the game. Great job! I'll add more comments after I finish the demo ^ ^
 
Mm i was thinking maybe you would be able to just half size darin and clear up some pixels to an extent, and when i said it didn't look like a lot of effort i kinda meant more in the way that it wasn't trying to fit to the same style not that the sprite itself had no work on it...
if that makes sense hehe
 
OH-MY-GOD~~
Your art PWNS, definately, PWNS. Please, guys, do me a favor and nobody rant this game, okay? It's simply... perfect.
 
@Lisker: Thanks.  I'm glad the difficulty seemed to be adjusted right.  That's something we've fought with for a while now.

@Hima: Both the arrows in the memo and the darkening the unselected people more in the armour and weapon shops are good ideas.  n.n
About talents, we actually have something planned for hinting at certain talent combinations, we just haven't implemented it yet.  n.n  And for people who build the wrong talents, or want to build other talents further that they may have neglected, we discussed items that up talents and mini games that do the same.  These just haven't been put in yet, since it's rather unlikely at this point in the game that you'd find yourself with an imbalance of talent levels.
And!  I'm glad you enjoyed the new slime boss battle.  We hope to make all the future boss battles more interesting.  Unlike the original boss battle that was all attack heal attack heal. n.n'


@Redblade: Hmmm...I'll think on that world map thing.  Putting a HK sprite to 50% with index colour on looks rather strange when I gave it a test.  At the moment though, I'd rather charge forward with new tilesets than puddle with the RTP Darin sprite I think.

@Gratheo: Aww..ugly's such a harsh word.  Lol  Now if every RTP sprite looked like my atrocious attempt at RTP sprites...Then I'd be inclined to agree.

@Larynni:  Perfect...I'm not so sure about that.  There's always room to improve.  Which a bit of constructive criticism can help point out at times.  I'm glad you enjoyed it so much though.  n.n Thanks!
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top