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(2 edits) (+1)

Thank you so much for checking out the game! Watching this was quite helpful for me as I can get a live reaction of any bugs or pain points that I wasn't able to address during development. 

Just to clarify on some points of confusion, the quests aren't random unfortunately but I had initially planned for them to be random in a rogue like type of way, but due to the time limit of the jam I wasn't able to follow through with it. And I think because I planned the game around independent scenarios, my writing suffered quite a bit for it.  

The reason why the quests may be different for some players is that I have conditions based on classes for 1 quest (the thief quest). Essentially, you won't have that quest if you picked rogue as you are already the king with the kingdom's thieves working for you, but if you were a separate class you would have it and can recruit the thieves at the end. Basically, it would play out similar to like Live A Live's ninja chapter where if you kept your kill count low, you could recruit the thieves at the end of the mission and unlock lockpicking.

Another point is regarding how levelling and skills work in the game. I don't have traditional levelling in the game, and my characters develop based on the actions they perform similar to FF2. So if you do physical attacks more your Attack attribute increase and if you use magic spells your MP increase, etc. I also have a system where depending on the skill you use, you could potentially learn new skills. Such as if you used fire you have a chance of learning Fire 2. 

I think one of the reasons why the game was so easy was that I was unable to properly balance the way skills are obtained so you could beat the game more easily by getting strong skills early. But I think with properly balancing later I should be able to make the combat better later. However, I must confess that I was worried that, since this is a game jam, I would make it too hard for people to complete so that's partially why it was so easy.

With regards to the permadeath system, I have a limited amount of LP points for each character and every time a character would die they would lose 1 point. Once these points are all used up the character is permanently gone. In addition to this, enemies can attack knocked out characters in battle to decrease their LP points so it incentivises the player to revive their characters quickly. Watching the stream was quite helpful because it showed that I should balance the stun mechanics a bit better so that the player can revive more easily instead of being stun locked. Also your idea of making a character sacrifice at the Myconid quest is brilliant and I think I am planning on including it in the post jam version. I definitely had a plan to make a part where you are forced to sacrifice a character but didn't know where to put it, so this helps.

And thank you so much for showing the bug regarding the Myconid quest, what should have happened was that the fast travel point for the Myconid village would have been removed after the quest so you can't trigger it again but I think I didn't put the removal command before the transfer back to the palace so that's why it's still there. I will definitely fix this later.

All in all, thank you for playing it anyways. And sorry for not being able to balance the gameplay properly! I think I bit off on a bit more than I can chew regarding my ideas for the game jam so there were many things that I wanted to fine tune and include but couldn't.