I've listened to your comments and have already done my best to fix some of the recurring complaints. I've uploaded a new version that allows to select a "wait" active battle at the beginning. I've always hated how some games have their Active systems just stop whenever someone's action bar is filled, so the "wait" style only pauses the battle while selecting items, skills or arkanes. The battle remains active during enemy selection. If enough people demand it, I will put in a "super wait" option that stops the battle during enemy selection as well. For those of you who are already playing, if you want to, send me your savefiles and I'll put them in wait mode. You'll have to download the new version, though.
I've also fixed the visual bugs Neverplayd reported.
The F12 bug is still active, as one script required the SDK, which comes in conflict with other scripts I'm using, and the other makes the game go turbo instead of resetting when the F12 key is used.
Regi":39j8cz4c said:
-nice intro cutscene. good atmosphere with the scrolling and all.
-ew, the menu. the background isn't very appealing, and the text could be easier to read.
Yeah, I think I'll allow for multiple wallpaper eventually, if I can figure out how.
-damn this guy moves waaaay too slow-- owait he can run. Very useful, although maybe you could give a little hint to the player instead of having them figure it out for themselves?
Someone eventually says it in the beginner's house in Castonbury. I think.
-I like the puzzles so far. interactivity using the "A" and "D" items is a nice touch. Those small things like the leaves falling after you slice a bush are noticeable and original.
-storyline seems decent so far. there's some cliche elements here already (amnesia, waking up from a "dream"-- I selected the Lune adventure, by the way, so it might be different if you chose a different character). but the way the story is presented makes up for it. although I hate those choice things, like "Find Mathias or Find Zara". you really have NO clue what's going on at that point and which choice will do what so you just have to randomly pick.
All characters share the same adventure for a reason that will be revealed later, but not in the demo. All that change are their stats, some lines, some reactions and some minor events. I know the amnesia thing is a little cliché, but there isn't a lot of ways to have the main character with a heavy background to not already know a lot ahead of the player. The amnesia fades rather quickly, though, and it is explained later.
And about the choice thing, I've always enjoyed how some games give you multiple choices to select from, it makes the whole thing much more interactive. The truth about that particular choice is that originally, a different scene was taking place there, but I found it too corny and rushed so it was scrapped, but I had already made the split path thing and needed a way to implement it. Besides, the protagonist too has no idea of what's going on at that point. You just have to make a choice.
-you need a bit of work with town maps. outdoors is a bit empty, but otherwise okay. the indoors, though, are humongous. I don't see why one old lady should live alone in a mansion. try cleaning up on some empty space.
I don't see what I could add to the outdoors without cluttering it. And the indoors are set to match the size of the house in the outside. And the old lady planning to piano mentions that she used to live with her husband and son, who are now dead.
-god, the battles. Neverplayd touched up on some of the things I want to bring up.
First off, I have to say I hate the active time battle system. There are a LOT of choice windows (Attack, Arkanes, Skill, Item, Defend, etc). It's annoying to scroll through them, then select a skill or second choice that pops up while the enemy can still attack. It becomes more or less a case of button-mashing rather than tactics; and from all the skill and element types, status effects, etc. it seems like the latter is more important. Of course I'm exaggerating a little (and it's all opinion) but I'd like it a lot better if you could at least insert a choice to switch to a Wait timer.
Already fixed it. And I know it seems like a lot of options, but there are really only one more than the usual game has. Attack, Skills, magic, item, (no one uses defend), and escape. It's a bit disorienting at first, but you should become familiar with it very fast.
Also, the enemies are horribly annoying. They appear on the map (thank you no random battles), but the dungeons I've visited so far the maps are so small 90% of the time you end up fighting them anyway. It takes a long time to kill them because of all the healing/attacking/waiting you have to do. Maybe if you gave everyone less attack, but sped up the action/agility bar (or w/e you call it) it would be more fun to play.
Really? I avoided the enemies quite easily. Some are required to be fought, but that's the case in every game. Besides, if you just run from everything, eventually you'll just fight the boss and go "My HP is too low, I have no skills, what can I do?" I hear you when you say it's a bit long, but you only have one character for now. Once you get two or three, it'll go faster, and you will wish you'll have more time to input commands.