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The spelling corrections pointed out by Milandy have been attended to. Thanks again for the umpteenth time! A proper update to the demo version may come later.

Though, saying that, I fully admit to stalling on moving beyond the context of the demo until I get a release of the demo version that doesn’t have such issues. However, moving forward is something I have been giving a bit more consideration to. To this end, I’ve been working towards at least writing out some scenes dialogs for the game. The idea being that, once all the scenes are done and to my satisfaction, I move to mapping the rest of the game, filling in whatever events the game needs to be filled with.

(+1)

Demo updated as per the above post.

Downloaded! Poke me with a reply if I don't say anything in like a day?

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So, if there's been any area expansion, I haven't found it, just tried to leave Cevik Heights then turned back to check the spells.

Only inconsistency is how most runes say "imbues grandmaster X" but Elementalist, Angel, Devil, and Omniscience all say "at grandmaster level".

When selecting the Skill option in the status screen, the character initially selected seems to be memorized as "last character you saw the skills of", which makes the screen scroll immediately if they're not on screen? Intentional?

Grandmaster Axe: Cresent, should be Crescent?

And the "Chamkaq" only seems useful as a Vagrant Story ref, not a real world type of axe?

Romphaia > Rhomphaia

Gastraphetes instead of the Vagrant Story Gastraph Bow maybe.

Oh, Studded Leather armor isn't a real thing: https://www.reddit.com/r/dndnext/comments/ajkwzh/psa_studded_leather_was_created...

Fusskampf armor's only useful as a reference? Fußkampf = Foot Combat apparently.

And Missgalia armor maybe should be https://assassinscreed.fandom.com/wiki/Missaglias_Armor

(2 edits) (+1)

Only inconsistency is how most runes say “imbues grandmaster X” but Elementalist, Angel, Devil, and Omniscience all say “at grandmaster level”.

The other way might work for the Elementalist, Angel, and Devil Runes. As for the Omnisciense Rune, I don’t know. Maybe it’s just me, but, “Imbues all grandmaster spells” doesn’t quite have the same feel/effect as “Imbues all spells at grandmaster level”? I’m largely willing for those Runes to stay as they are, description-wise, if I must be honest.

When selecting the Skill option in the status screen, the character initially selected seems to be memorized as “last character you saw the skills of”, which makes the screen scroll immediately if they’re not on screen? Intentional?

So, this effect might be because of a variable (menuActor?) stored by the game in some way (within $gameParty?) that I haven’t done anything to. I’m going off sheer memory with this information, but, I might consider looking into it.

And the “Chamkaq” only seems useful as a Vagrant Story ref, not a real world type of axe?

I fully admit to referring to Vagrant Story with a lot of the equipment in this game. I doubt I will be changing those, even if I probably should.

As an aside, I keep trying to delay releases in the case there’s more spelling corrections to be had, but, weeeeellll… yeah. Best laid plans, and all that.

EDIT

So, if there’s been any area expansion, I haven’t found it, just tried to leave Cevik Heights then turned back to check the spells.

Map expansion wasn’t a consideration for the demo. I had thought this point was covered somewhere on this gamepage, but, maybe not?

Well, good luck with game making! Thanks for responding! Sorry I somehow didn't check Itch for like 2 days!